Skip to main content

Full text of "Xbox Nation ( XBN) Issue 03 ( Summer 2002)"

See other formats


©, or INSIDE: EVERY XBOX GAME REVIEWED AND RATED 


כו 


‚NATION INDEPENDENT XBOX MAGAZINE 


| WORLD EXCLUSIVE HANDS-ON PREVIEW | EXCLUSIVE HANDS-ON PREVIEW 


We've played it: Sega’s breathtaking Panzer Dragoon 
Orta revealed for the first time-only in XBN 


METAL GEAR SOLID On X 


At last: Konami confirms Solid Snake is sneaking over to Xbox 
OnLine: UNREAL CHAMPIONSHIP 
m 


PLUS: 10 world-class game designers speak out on the future of broadband 





$5.99 U.S. 56.99 САМ 


| 22> 
0 


4 


Display Until June 24 


First hands-on with Тһе best game you've PLUS: Tecmo reveals 


Sega's funk-fest. p46 never heard of. p62 Ninja Gaiden . p10 


TOEJAM & EARL Ill Y-PROJECT A NEW DEAD OR ALIVE 
077099270698 


DEAD... 
OR THE DEAD 
WILL PREY ON YOU. 








р 
ON 
ES 
5 

Жу 





Fight zombies, vampires and ghouls on your own as Attack 20 types of creatures in swarms of up to 30 Slay in brutal single- and multi-player action 


onc of 4 unique Hunters, or battle evil cooperatively at once using 20 melee, ranged and spell weapons— through 23 huge environments, including a prison. 


with up to 4 players on a single screen. from swords to axes and flamethrowers. gothic church, cemetery and torture chamber, 2 



















x A א ד | ₪ | ם‎ + =, 
www.interplay.com/hünfer E == 
2: » XBox MAYHEM : = 
- 1 e 
* = % 
pr г ל‎ 
ч X E] ш ЯС 
Blood and Gore Eph ж 4 (DANGER) E: le e - ® = 
Violence 0 Е 3 : : om 
о x x ` 4 = 4 
А y = Ф .. 
YS ron санаа tn DELIVER US FROM EVIE: 
м =... 
Hunter The Reckoning for the Xbox video game system 1002 Interplay Entertainment Corp. AJ. nehils reserved. Allas lech Game Engine tradgmark 2000 High Voltage Software, Inc All nights reserved, Developed fof Interplay Entertainment Corp. by High Voltage Software, Лас. under License 
frei White Wolf Publishing, Inc Hunter The Reckoning is a registered trademark of White Wolf Publishing, Wc. Interplay, the Anterplay logo, "By Gamers. For Gamers ”, Digital Mayhem and the Digital Мауна logo are trademarks of Interplay Entertainment Corp.-Mierosof Xbox amd. the. 
581717 re either registered trademarks or trademarks of Microsoft Corporation in the WS, and/or ın other countnes and are used Wider license from Microsoft. The ratings ¡comas а repistered trademark of the Interactive Digital Software Association. AIF othel-eopyrights and E 
trademarks are property of their respective owner . en 


Visit www.esrb.org ог 


call 1-800-771-3772 
for Rating Information 





Ж 


ATARI 


PlayStation”2 and Xbox" screenshots shown. 


Ni e ЙО PlayStation.2 








pv 一 一 





4 


* 


TERMINNTOR 


DAWN OF FATE 


IT'S ALWAYS DARKEST BEFORE THE DAWN. WWW.TERMINATORGAME.COM 


The Terminator: Dawn Of Fate, © 2002 Infogrames, Inc., a subsidiary of Infogrames Entertainment, S.A. All rights reserved. Developed by Paradigm Entertainment. Manufactured and marketed by Infogrames, 
Inc., New York, NY. The Terminator ТМ & © 1984 StudioCanal Image S.A., (/к/а Canal+ D.A. All rights reserved. Terminator is a trademark of StudioCanal Image S.A., f/k/a Canal+ D.A. "PlayStation" and the 
“PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or 
other countries and are used under license from Microsoft. The ratings icon is a trademark of the Interactive Digital Software Association. All other trademarks are the property of their respective owners. 





System shocks 


When the Dreamcast is 
outselling you (as it is in 
Japan) then you know you're 


in trouble. Xbox has failed at launch 
in Japan, in Germany, in France, in 
the UK and quite possibly in some 
other countries that nobody ever 
bothers to ask about (Anyone know 
the sales numbers for Sweden?). A 
recent Euro price drop will no doubt 
help, but without big new games,it's 
going to be an uphill struggle. Xbox 
sales in the United States һауе Бееп 
much better, of course, but are also 
showing signs of slowing to a crawl. 
Oh dear. 

Microsoft has entered what is 
surely the most vicious console war 
that anyone, including the rather 
more “seasoned” guys at the PC mag 
across the XBN office can remember. 
And it's getting bloody. 

But by the time you read this, the 
2002 E3 show will have come and 
gone. As we report on page 10, we 
expect the cavalry to arrive in the 
form of a Metal Gear Solid title, 
Sega’s exclusive Xbox shooter, 
Panzer Dragoon Orta (which we have 
the world’s first playtest of on page 
34) and perhaps even a Virtua Fighter 
4 一 not to mention the return of a 
beloved classic іп the form of 
Tecmo's Ninja Gaiden update. And 
opening up a whole new front in the 
war is Xbox Live; Microsoft's 
broadband gaming service—which 
could yet emerge as a compelling 
enough reason for people to buy in to 
the dream. 


Simon Cox 
Editor-in-chief 














LO XPRESS 


010 


018 


022 


028 


Now and Next 


Metal Gear Solid X 


Konami drops a bombshell 


Marvelous Activision 
X-Men and Blade, oh my! 


Opening the Xbox 


XBN gets its literary on 


Gear 
X-tra special goodies 


MY FUTURE 


EB Coming Soon to Xbox 


034 


042 


046 


052 


056 


058 


060 


062 


066 





Panzer Dragoon Orta 
Sega brings an old classic to the Xbox 


Hitman 2 


Bang, you're dead. Part 2. 


ToeJam and Earl III 


The strangers in a strange land return 


XIII 


Cel-shaded FPS. Ya knew it was coming 


Sega GT 


Sega Japan opens its doors for XBN 


House of the Dead 3 


AKA: Shooting Lots of Zombies 


Terminator: Dawn of Fate 
Sounds epic, doesn't it? 


Y-Project 


Sequel to the oft-forgotten X-project 


Broken Sword 
An epic adventure goes fully 3D 


> 


080 
082 
084 
086 
088 
090 
090 
091 
091 
091 
091 
092 
092 
092 
092 
093 
093 
093 
093 
094 


XRATED 


Smart Reviews 
Hunter: The Reckoning 
Spider-Man 
World Series Baseball 
Blood Omen Il 
Rallisport Challenge 
All-Star Baseball 2003 
ESPN NBA 2Night 
Spy Hunter 
Pirates 
Crash Bandicoot 
Smashing Drive 
2002 FIFA World Cup 
ESPN MLS Extreme 2002 
Blitz 20-02 
Knockout Kings 
James Bond 
Gauntlet: Dark Legacy 
Burnout 
Moto GP 
Rewind 





XTRA 


Out of the Box 


106 Spin 


XBN CD and DVD selections 


108 Inbox 


Your mail goes here. So does ours 








© INTERVIEW 


024 


098 


102 


104 


Free Speech 


Hiroshi Inukai 


Speaks out on small living rooms 


The Ego Has Landed 


Peter Molyneux talks a big game 


Tenacious D 
What is the secret of their powers? 


Jason Giambi 
...has been in the same room as an Xbox 





XBN PEOPLE 


Contributors 











"m 
гд 


< 008 xBN 


Simon Cox 

Editor-in-chief 

Drafted by Upper Grumpton as a 
scrummer, young British lad Simon 
Cox quickly learned the phrase, “Oh 


dear Lord, not the face!” Shortly after 
doodling a record 34 wickets against 
Westumptonshire, Cox fled Europe to 


mold а raggedy Бапа of miscreants 
and sheep scrapers into a hardened 
team of miscreants and sheep scrap- 
ers who write about video games. 
Yes, and he's also the top dog, el 
numero uno queso, and all that good 
stuff at Xbox Nation. 


Evan Shamoon 
Rapscallion 

Dime-store Nietzsche Evan 
Shamoon reminds us all that it’s 
not who you know, but who knows 
you've got salmon in your 
trousers. A bully editor and a 
shining example for all those 
under the sun who’ve ever 
dreamed of parlaying a love of 
flatulent humor into a low-paying, 
dead-end gig, young Shamoon 
also comes possessed of a 
lemony-fresh scent. 


Carlo Bacor 

Photographer 

It's pure coincidence that the 
photos "Crusher' Carlo takes can 
also function as deadly 
projectiles—and were recently 
found stuck in the back of some 
stoolie who snitched to the man 
about Metal Gear Solid X. 


Annie Lipscomb 
Photographer 

Precious wag Lipscomb makes 
her way through this world 
blowing a ten-penny whistle and 
taking photographs of German 
men with designs on making 
Xbox games with giant insects in 
them. She's keen, y'dig? 


Jeremy Sarmiento 

Intern 

Though the 13th Amendment to 
the United States Constitution 
officially prohibits slavery, it says 
nothing about internships. Таке 
that, Uncle Sam! 














Jason Brookes 

Freelance writer 

Soaring on dragons' wings, 
plucky Brit Brookes (or 
“Brooksie” as mum calls him) 
was a decent enough chap to 
cover Panzer Dragoon Orta and 
about a bazillion Sega games for 
this here publication. 


Jeff Lundrigan 

Freelance Writer 

"Yodelin'" Jeff Lundrigan comes 
to Xbox Nation straight from the 
радев of Next Generation апа а 
certain other Xbox-related 
magazine that we suspect is only 
read by the parents of the people 
who make it, and by penal colony 
workers who misbehave. 


Matt Sammons 

Freelance Writer 

А castaway from the Web site 
Daily Radar, Matt Sammons 
found a brand-new life in sunny 
Los Angeles for two whole days 
before being evicted. Once part 
of premier exercise team “Team 
Ripped Force," Sammons is now 
searching for a comfortable box 
and а һарру song to sing. 








David Ziganay 

Art Direction 

Wherever there is cheese and, to a 
lesser extent, “Cheez,” Dave will be 
there. Whenever people cry out in the 
night, they have been dreaming of 
Dave and his Medusa-like coiffure. 
Dave is the clouds in our coffee and 
the wind beneath our wings—he is 
the ever shining sun, the unceasing 
tide, the prevailing Westerly. He 
makes us all look good, which rightly 
should have been one of the 12 
labors of Hercules. 


Greg Orlando 
Herald Of The Obvious 
Greg Orlando hates you all in life. 





Dan DiGiacomo 

Freelance writer 

Since we're so sure you already 
know what a talented writer 
Daniel “Dandy Dan” DiGiacomo 
is, we thought we'd use this 
space to recommend 
Scientology. We don't know 
anything about this pseudo- 
religion, but we figure that if you 
join up, we'll likely get some sort 
of kickback. 


Jeff Pearlman 

Freelance Writer 
Banjo-strumming, mud-puddle 
prophet Jeff Pearlman covers 
baseball for some obscure 
magazine called Sports 
Illustrated. You may remember 
Pearlman as the guy that pitcher 
John Rocker once attempted to 
kill and, we think, eat. 


Andre Sibayan 

Illustrator 

When the planets align, and all is 
truly well with the world, 
everything will look as if Andre 
drew it. 


Ч SPORTS 
SPORTS Ч 











i s dos e x " 


we CALL IT SLUGFEST FOR A REASON. 
COMING SOON. 


GAME PREVIEW AT WWW.SLUGFEST.MIDWAY.COM 


Visit www.esrb.org or 


X 


call 1-800-771-3772 . 

for Rating Information. PlayS tation. 
NINTENDO хеох 
GAMECUBE. 





XPRESS. 


Now and Next 








אמא 010 $ 


L^ XPRESS 


Now and Next 












| ₪ 





Konami and Tecmo to announ 
for Xbox; Sega waffles 


Triple-A titles 


The worst-kept secret in video games refused to comment on specifics for either game, 
history is no longer a secret at all. but did reveal general details about each. The 
Konami, maker of Metal Gear Solid for much-anticipated Gaiden, according to Team 
the PlayStation and its PlayStation 2 sequel Ninja, will feature “absolutely awesome, intense 
Metal Gear Solid 2: Sons of Liberty, will action scenes" and the game will be rendered 
announce a Metal Gear Solid game for the Xbox completely in 3D. Ninja representatives stated 
lay's big Electronic Entertainment Expo repeatedly that Gaiden will feature graphics that 


are superior to those seen in Dead or Alive 3 and 
that it will hold puzzle-solving elements as well as 
a few items plucked directly from the classic side- 
scrolling Ninja Gaiden series. 
Tecmo’s second Xbox offering Xtreme Beach 
etal Volleyball will be set amid the Dead or Alive 
comes after a year of rampant speculation, iverse. After winning a ton of money in Las 
rsistent Tumors, and repeated denials on the Vegas, the game's plot goes, the brawler Zack 
purchases his own island. He then invites 
in, by which it is meant all the female 
ers and none of the male ones, Dead or Alive 
eroes to compete іп no-holds barred volleyball 
matches. Little else is known about the game, 
save for the fact that it will contain at least one 
new character, and that it may hold some type of 
online component. 
Quite possibly, when Beach Volleyball arrives in 
the United States, it will do so carrying a mature 
_ rating from the ESRB. Team Ninja has stated 
publicly that it believes an older audience will be 
better able to appreciate the full contents of this 
_ game. "It'll Бе an extremely arousing experience,” 
the developers said about Beach Volleyball. “The 
fans will truly get a kick out of it.” 
_ With Microsoft holding its cards close to the 
ен о Өр not praparod ao EOP any 
shells, Tecmo and Konami's 
nouncements come as а breath of fresh air. It 
s to be seen if this years ЕЗ show will be 


ation has learned that 







































Gaiden as well as the bizarre sports title 


Alive: Xtreme Beach Volleyball for the Xbox. announcement of these games can only be 
Team Ninja, the developer for both titles, construed as in the right direction. 


N | a | | 7 TAR XBN 011 > 






Ө XPRESS 


Now and Next 


Prisoner of War 
“Nazis, | hate those guys 


GOOD COP, BAD COP 


Mmmm...donuts. 





012 хвм 









THE MANIA IS ABOUT 10 BEGIN ALL OVER AGA 


42 of wrestling’s greatest including: Hulk Dominate your foes with the First-ever interactive 6 & 8 man Multi-Player 
Hogan, Bret “Hitman” Hart, Jerry “The King” all-new ISP system for lethal wrestler entrances Elimination Bouts and 
Lawler, Rob Van Dam and many more! one-button combos! with announcer introductions! graphic wrestling realism! 


О ЖК‏ ججح 


х Ё IT f 7 4 Б 2 4 
Sy » р Ё x Р: & 
Y ` ” 5 C - : жж x Ж”. 


сэх Эссэ ВЕ л. Жыл, + 4 A ہے‎ а МЕ АРҒЫН Ec PT р PEUT Ха e ME к РА сс РЕ Ху, л х ЕР РРР 





King Kong Bundy, Ricky “The Dragon" Steamboat, Ted DiBiase, "Superstar" Billy Graham, Mr. Fuji, Captain Lou Albano, Tito Santana, The Sheik, Ivan Koloff 


wen X AXlaim 





TEEN 


Violence - 
SEITE XBox www.acclaim.com 








Legends of Wrestling™ and Acclaim® & © 2002 Acclaim Entertainment, Inc. All Rights Reserved. Developed by Acclaim Studios Salt Lake City. All Rights Reserved. Microsoft, Xbox and the Xbox Logos are either registered 
trademarks or trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. 









ФЭ XPRESS 


Now апа Мехі 


ПТН ПЕШ5 


All the news you Need To Know 





$ 014 хвм 






ФЭ XPRESS 


Now and Next 





XBN 015 9 






ФЭ XPRESS 


Now and Next 





« 016 XEN 






© XPRESS 


Now апа Next 





XBN 017 Y 






ФЭ XPRESS 


Now and Next 


Freaky Flyers 


Into the wildest blue yonder... 





Feed 


$ 018 хвм 





HE WAS UNDEFEATED. 


HOW WILL YOU CARRY ON HIS LEGACY? 


BRUCE LEE 


QUEST OF THE DRAGON 





| Жхеох 


| а 
(BRUCE LEE | 


| QUEST OF THE DRAGON 








For the first time ever, you can fight as the one and only Bruce Lee. In Quest of the Dragon, motion 
capture technology authentically recreates more than one hundred of Bruce’s Jeet Kune Do 
moves. Designed exclusively for Xbox, it’s an action-packed fighting game where you'll 
battle hordes of thugs in an epic struggle for survival. Get ready for a fight of legendary proportion. 


Suggestive Themes UNIVERSAL 


Violence N / WWW.BRUCELEEGAMES.COM 


INTERACTIVE 


RONIN 





Bruce Lee: Quest of the Dragon © 2002 Universal Interactive, Inc. Bruce Lee and the Bruce Lee likeness are trademarks and copyrights of Concord Moon, LLP. Licensed by Universal Studios Licensing, Inc 
All rights reserved. Microsoft, Xbox and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries and are used under license from Microsoft 















ФЭ XPRESS 


Now and Next 


Buffy The Vampire Slayer 
XBN gets a date with Buffy 


When board games won't suffice. 









Em mm 4. 

a AN . 
Shift Japan 

www.shift.jp.org 





www.seanbaby.com 





8555 
еме 


Gamers.com Computer and Videogames Sea Monkeys 
www.gamers.com www.computerandvideogames.com www.sea-monkey.com 


« 020 xBN 





4 zs 7 
1:3 FA м ! га Player Card 
PS Midfield 
| | 
\ 5117" 
Height : 
5 d m 
/ . % ELLA 
Y 
_ E Born m 
ж” 
team - Kicks a soccer ball 98-Mph. 


= Runs nearly 9 miles а game. 


- Has multiple MVP and Player 
of the Year awards. 









- Captain - Team England. 






a game 





Helped « create a game 












www.davidbeckhamsoccer.com 


= TE 
E сей 


095275277 
19% Q C MOL TE TE LITE: own 


Developed in England under superstar David Beckham's watchful eye, prepare yourself for the most complete soccer 
game ever created. Over 200 international and club teams compete for glory through multiple tournament and training 
modes, while spot-on commentary and advanced А.І. assure authenticity. Are you ready to step into his world? 


EVERYONE m 
É 
X 


CEP GAME BOY ADVANCE LOOX un Б Rage ED 


www.rage.com www. majoscogamos.com 





© Rage Games Limited 2001. Developed by Rage Games. Published and distributed under license from Rage Games Limited. © Majesco Sales, Inc. All Rights Reserved. PlayStation and the PlayStation 
logos are registered trademarks of Sony Computer Entertainment Inc. Xbox and Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries. 
Game Boy Color and Game Boy Advance are trademarks of Nintendo. ©2001 Nintendo. Screens shots were taken from the Xbox version of the video game.Photo EMPICS Sports Photography Agency. 





ед XPRESS 


VTV 
el OPENING THE XBOX 


XBN reviews Dean Takahashi's Xbox epic 


OPENING 
THE 


XBOX 


Inside Microsofts Plan to Unleash 
an Entertainment Revolution 


aor » 


DEAN ТАКАНА5Н”” 
FOREWORD BY SEAMUS BLACKLEY à i 


Takahashi, a veteran video game 
journalist with credits at USA Today 
truly did his homework ... 


EW eed 


$ 022 хвм 


3.42 


11111 





[THEY CAN HERR MIN 


ШШШ 












ФЭ XPRESS 


Now and Next 


XBN's Jake Kazdal talks Tokyo turkey 





Microsoft's Xbox, perhaps unsurprisingly, 
ЙГ just hasn't had anything come easy in its 

fairly rough landing into Japan's famously 
picky games market. The launch has come and 
gone, and the dust has settled...and Microsoft is 
showing dismal numbers. Hardware is already being 
discounted as much as 5000 yen ($40), and Microsoft 
is finding itself in a tough position in the land of dating 
sims and RPGs. The Xbox launch week sales of 
123.000, have plummeted. One of Japan's largest 
game magazine publishers, Enterbrain (publisher of 
Famitsu), reports that Xbox sold 190,092 units 
between launch day Feb. 22, to March 31; Microsoft 
had 250,000 Xbox units prepared for launch in Japan. 
In contrast, the PlayStation 2 sold 980,000 units in the 
first three days after launching in Japan in March of 
2000. 

And the news gets worse. 

For the first week of April, the PSOne, 
Wonderswan, and Dreamcast all outsold the Xbox' 
pitiful 2,179 units. To add insult to injury, the well- 
publicized "scratch" glitch—whereby games and 
CDs would get scratched during normal use in the 
Xbox 一 started to make waves. Microsoft denied any 
problem until March 7th, when it agreed to begin 
allowing exchanges free of charge. In the ensuing 
confusion, however, there was a period of several 
days in which some large retailers and distributors 
suspended sales until all was ironed out. Oddly 
enough, no such problem existed for the American 
or European launches. 


games per unit of hardware, versus Sony's 1:1. 

Interestingly enough. Halo, perhaps finally getting 
some deserved recognition in the East, is moving up 
Japan's most wanted charts. For the week of 3/21 - 
3/27, Halo was actually at number 17 on Famitsu's 
Top 30 Most Wanted list, higher than Nintendo's 
Metroid Prime (21) and Star Fox Adventures (25). 
Other Xbox games joining Halo in the Top 30 Most 
Wanted were Atlus' Shin Megarnitensei Nine, 
Sega/Hitmaker's Crazy Taxi 3: High Roller, and 
Capcom's massive 40+ button need-a-special- 
forklift-to-get-it-home controller Big Huge Robot 
Warfest, Tekki, which seems to have the local gaming 
populace unable to rule out an Xbox purchase 
Sooner or later...just not necessarily right now. 

Bach continues, "We're seeing lot of strong 
support there. We expect our relationships there to 
grow. It's not something you can jump into, and in 
three weeks you have great relations with everyone. It 
takes three months, or three years. There is still more 
work to do in Japan." 

Unfortunately, for some of Xbox' most willing 
Japanese partners, the payoff simply hasn't shown 
up yet. Smilebit's Jet Set Radio Future and 
GunValkyrie have both sold dismally, with Jet Set 
supposedly still coming in at less than 10,000 units 
(nearly two months after launch). Smilebit's (for-now) 
Xbox-exclusive Panzer Dragoon Orta (see page 34) 
will be on show at this year's E3, leading the second 
wave of top-tier Japanese games. 

Xbox Japan needs a major system seller, and it 


For the first week of April, the PSOne, 
Wonderswan, and Dreamcast all outsold the 


Xbox’ pitiful 2,179 units. 


Microsoft executives have been quick to play down 
the Xbox’ lackluster launch in Europe and, 
particularily, Japan. Xbox director Robbie Bach was 
quoted by Reuters news service as saying, "Japan is 
going well on the software side, and is probably a 
little behind where we want to be on the hardware 
side. But we always expected things would be tough. 
Microsoft has demonstrated patience and persistence 
there before, and | think we will do very well. 

On the bright(er) side, software ratios have actually 
been above what PS2 reported around the same time 
after launch; the Xbox is selling on average 1.6 


$ 024 xBN 


remains to be seen whether or not Microsoft has 
anything up its sleeve. Some big Japanese guns will 
undoubtedly be pulled out at ЕЗ, where many of the 
bíg Japanese companies will reveal their long-range 
plans for the coming year. Virtua Fighter 4 and 
Metal Gear Solid X will both certainly help, but 
Microsoft's Xbox simply needs bíg Japanese 
originals to satisfy Japanese gamers. Time will tell if 
the Xbox can hold its own in the Land of the Rising 
Sun and 2003 will likely be a make-or-break year for 
the fledgling console. 


| had a few (unedited) words with the director at 
Anchor, in Tokyo, who is currently on his second 
Xbox project. 


Jake: Okay. give me your name, nationality and just 
what have you been up to in the seedy Japanese 
gaming world? 

Hiroshi Inukai: My name із Hiroshi Inukai, born in 
Japan. Our previous projects have been WWF Raw 
for Xbox, Ultimate Fighting Championship for 
Dreamcast, Toy Fighter for the arcade, Pride for 
PlayStation 2, and our new project is making 
Acegamer.net, an online gaming company. 


J: What's the best thing about development on 
the Xbox? 

НІ: The Xbox' DirectX base has a lot of great 
libraries. The machine is powerful and is the only 
machine with broadband network system built in. 


J: What do you most dislike about the Xbox? 

HI: Microsoft and Microsoft Japan don't have a lot of 
gaming professionals. The buttons on the American 
controller feel like they will break easily. Its also so 
huge! Imagine if you were looking for girls in Shibuya 
and one invited you to go her 6-tatami [Ed. Note: 
one tatami is 1 meter by .5 meters long, the common 
way of determining the size of an apartment in 
Japan] room. If she had an Xbox, you would be 
surprised because it's so huge and black and so 
manly. It's not cute at all! 


J: So why is the Xbox so unhip right now in Japan? 
What must Microsoft do to get it together? 

НІ: Xbox is designed for both the American home 
theater, and the consumer market. It’s a good design, 
but because Japanese houses are so small you really 
can't have a home theater. The Japanese assume 
that they can’t put together а home theater іп their 
small house or one-room apartment, so Xbox big 
selling point is "only game.” So Microsoft has to 
make a game image and not a home theater image. 
But MS Japan doesn’t seem to understand this 
because they don't have a lot of real game 
professionals. Microsoft asks, "what is game?" 






4 | 
К guten 








大 和 人 
H ES 1 
qe 30233 3 
FoS = . . ) . 
” = 2 a co. 8 
2 T . . . 
TE- ^ 4 . 
л i . . 
Л ке © Н 
- 、 . . B 
.. H 
; 5 $ у: 
Қы ^ .. . 
. . LÀ - 
X H + 
о . . Ж! 4 bs 
^ $ ju s E 2 MB 
. . . 
2 5 BR; 1 meer err 
ו‎ воена nn ב‎ Sees 


Soar over the Glitter 4 new cabbies driven by Crazy Jump around the Conquer dozens of all тей 
Oasis strip attitude and desire West Coast and Small Apple mini-games in Crazy X 


MILD LYRICS 


www.sega.com DIGITAL ESRB 


Sega is registered in the U.S. Patent and Tra 
Hitmaker!/SEGA, 2002. Dolb 


4 and the Xbox logos аге eith 








mark ОСЕ 55608 and Crazy Taxi 3: High Roller are eith gi 
ООСО tademarks of Dolby Laboratories. The ratings icon 
arks ortauemarks of Microsoft Corporation in the U.S. and/or in other с 











Пу ооооововоое сте ов 














ФЭ XPRESS 


Моу/ апа Мехі 











. “Мо love, you must look at the screen when fiddling with the 
bitty knobs and buttons on the controller. Yes, | know it's heavy. 
Yes, my name is Jonathan Ross and I'm a B-list TV personality in 
the UK here and | am wearing a very ugly tie." 


« 026 хвм 


It was the evening before Xbox: March 14 
a launch date here in the United Kingdom. 

Virgin's flagship London Megastore 
sported а giant green rotating Xbox logo projected 
onto its facade like a laser targeting mark for 
some passing Death Star, while lime-green Hare 
Krishna types conga'd down the world-famous 
Oxford Street, chanting Xbox' praises and handing 
out leaflets promising gaming salvation. 

And the queue! It started at the store doors and 
stretched, thankfully, past several fast-food outlets. 
Hundreds shuffled excitedly, desperate to get inside. 
But when the cameras from the national press started 
flashing, the people on line became agitated. Were 


country, especially given that it's not Christmas 
(although it was, Microsoft told us, "X-mas"). What's 
more, the software tie ratio (the number of games 
sold per console) was a whopping 2.5:1. Many 
retailers reported Halo was selling to a full 85 percent 
of new Xbox owners. 

Compare that to France and Germany. Depending 
on who you believe, Microsoft was rumored to have 
sold no more than 10,000 units to the citizens of each 
of our continental cousins at launch. No wonder 
Electronic Arts' president John Riccitiello quickly 
surmised "Microsoft has had its teeth kicked in, in 
both Europe and Japan." 

Microsoft was quick to fight back, with the UK's 


Virgin Megastore sported a giant green rotating Xbox 
logo projected onto its facade like a laser 
targeting mark for some passing Death Star 


they scared that their partners (or parents) would 
discover they hadn't really found “this games thing 
going cheap in a junk shop?” 

Were they just camera shy? 

No. Rather, just like everyone else in the queue, 
they weren't buyers but representatives of the UK 
gaming industry who had turned up for an Xbox 
launch party held in the bowels of the giant shop. And 
they smelled a rat when the photographers came out. 
When the headline "Buyers go X-static for Xbox" 
appeared in the multi-million copy selling Sun 
newspaper the next morning—complete with a picture 
of yours truly and his cohorts “waiting on line" for a 
machine we've had for months—it transpired that our 
raucous gesticulation towards the paparazzi was all in 
vain. Microsoft got its fake launch queue shots. 

Exactly why Microsoft's marketing muppets 
thought a confidence-building show of strength would 
be to use the UK's most influential games people as 
jobbing extras may never be absolutely clear. The 
separate line of five or six real punters that had 
formed by 8 p.m. (for a special midnight selling- 
session) did give a clue, however. In Microsoft's world, 
it seems nothing can be left to chance. 

And the shame of it was that the initial UK launch 
was a genuine success. Some 48,000 Xboxes were 
sold in the first three days; big numbers for this 


head of marketing Richard Teversham stressing, "This 
і5 not just а three-week launch, it's a seven-to-10-year 
project." And Xbox is still a great media show here, 
what with the quirky advertising—the highlight of 
which features a baby launching out of his mother's 
womb and flying across the landscape, progressively 
aging. before dying as an old man with the tagline 
"Life's short. Play More?"—pitched perfectly for us 
crazy Brits. 

The real question, however, is what will happen 
when Nintendo's GameCube arrives in May? The 
consensus is that the two consoles will draw on very 
different audiences. But at £165, GameCube could 
still make Xbox's £299 price tag look like a misprint. 
[Ed. Just before we went to press, Microsoft 
announced that it was dropping the price of the Xbox 
in Europe to 2199--а full 100 quid—in order to 
compensate for less-than-expected sales. See page 
14 for more details.] 

The lesson for now, however, is that the UK-US 
"Special Relationship" extends even to consoles. So 
return the favor, chuck your rugby-with-helmet games 
in the bin, and buy some British games. Project 
Gotham's a good one, and you might start saving for 
Lionhead's Project Ego and B.C., too. 

You will need us again before this console war is 
оуег and сіопе. 










UNIVERSAL 


o 
INTERACTIVE || 






4 | CONTENT RATED BY 
y 














: MC Бар ша ن‎ | | о | 
Here comes Crash, in the biggest character-based game to hit Xbox. The Wrath of Cortex. Lightning-fast crashbandicoot.com 
load times. Super-enhance graph environments, He's really going all out for this one, 





Iniversal Interactive, Inc. Crash Bandicoot and related characters № & © Universal Interactive, Inc. All rights reserved. 


“Crash Bandicoot: The Wrath | [ 0 
rks or trademarks of Microsoft Corporation in the U.S. and/or other countries and are used under license from Microsolt. 


Microsoft, Xbox and the Xbox | 


8) ХРВЕ55 


HOOH UPS 


Got money? Blow it all on this stuff for your Xbox 





< 028 XBN 


“The best crashes ever in a video game" - IGN 





The most spectacular real-time 
crashes. Ever. 









are quite а зо” 
| АМЕР | 


“Вип ОПТИ 23 
et ВИТО 


OHIO EU UNI 


The more reckless you drive, the 
more power you score. 


Е: 





Force your friends into 
oncoming vehicles. 


TEN 
AVAILABLE NOW ON NINTENDO GAMECUBE™ AND XBOX™! 





Drive like a madman through 


YOU GOTTA RISK IT ALL TO WIN IT ALL. everyday traffic. 


ЇЇ! | 


(3 
< 


AKlaim 


www.acclaim.com 








EVERYONE 
MILD VIOLENCE ж © х 
CONTENT RATED BY | Criterion PlayStations NINTENDO 
ESRB | 8 GAMECUBE. Xeox 
Burnout" © 1998-2002. Criterion Software Limited. All Rights Reserved. Burnout is a Trademark of Criterion Software Limited. 2 Acclaim Entertainment, inc. Al Rights Reserved. Developed by Criterion Games. АП Rights Reserved. “PlayStation” and the "PS" Family logo are registered trademarks 
f Sony Computer Entertainment Inc. Microsoft, Xbox and the Xbox Logos are either registered trademarks or trademar 00 the dior in other countries and are used under license from Mic: M®an Nintendo GameCube Ку demarks of Nintendo 
Scree from the Xbox sion of the video game 









© XPRESS 


Now and Next 





Xbox sales chart 
Top-selling Xbox titles 


There is no justice. 


The saga contin- Aggressive Inline Skating Acclaim Sports August 2002 
ues...to sell well. 
Buffy the Vampire Slayer EA Action 2002 
Not just for Brits! Crazy Taxi 2 Sega Action Summer 2002 
Are you tired of Dave Beckham Soccer Rage Sports 2002 
this yet? 
Doom Ш Activision Action 2003 
But WSB was just 
around the corner! 
Gravity Games Bike: Street. Vert. Dirt Midway Sports Spring 2002 
House of the Dead 3 Sega Zombie Killing June 2002 
People like punch. 
Kung-Fu Chaos Microsoft Party Winter 2002 
Blowing up the 
charts, so to speak. 
Mat Hoffman’s Pro BMX 2 Activision Sports Spr/Sum “02 
Eidos finds that the 
souls still burn... MechAssault Microsoft Action Holiday 2002 
БІЛІНЕ payne: MX Superfly THQ Racing Fall 2002 
bring the pleasure. 
Quantum Redshift Microsoft Action Holiday 2002 
Know your video 
game, jabroni. RedCard Soccer 20-03 Midway Sports Spring 2002 
Sega GT 2002 Sega Racing June 2002 
Most Wanted Star Wars: Jedi Fighter LucasArts Action May 2002 
Gimmie gimmie gimmie 
Taz: Wanted Infogrames Action September '02 
Dear God: Please let thís 
be an all-new game. 
Terminator: Dawn of Fate Infogrames Action 2002 
We know it's coming, and ToeJam and Earl Ill Sega Buddy Fall 2002 
So do you. But when? 
Transworld Snowboarding Infogrames Sports 2002 
We're curious to see just 
how much better it gets. Vexx Acclaim Action October 2002 
i M 
қола be Cis do tive World Series Baseball Sega Sports ay 2002 
right now. Ya dig? 
Unreal Championship Infogrames Action Late 2002 
pat ошо але non Whacked Microsoft Action Fall 2002 


"Auto" be online...sorry. 





¢ 030 XBN 


LOOK FOR THESE SPECIAL 


ISSUES ON NEWSSTANDS 


EVERYWHERE! 


, mera т gwg 
2 КАШ іг STRATEGIES 
ISI 2 TO GO! INSIDE 


EXPERT GAMER super sas BROS. 
42 ( a e АМИ 75 ж 


va? 


100% UNOFFICIAL 


Metal Gear Solid 2 ш Tony Haw IDE I ider-N на THIS BOOK IS NOT ENDORSED 


PlayStation 











ARE YOU MISSING 
SOMETHING? 


Order these back issues to make 
sure that you have a complete 
reference library of the most valuable 
tricks, cheats, and codes for all the 
top games on your console. 





Xbox Nation 2008 Nation 
Premiere Issue 
$12.00 % 00 


Pocket Games Pocket Games 
Summer 2001 Fall/Winter 2001 
$12.00 





Pocket Games Pocket Games 
Summer 2000 Fall 2000 
$12.00 $12.00 


STRATEGY GUIDES S. 


- 
Pocket Games Pocket Games 
Summer 1999 Winter 1999 
$12.00 $12.00 





Expert Gamer Expert Gamer 
Codebook #7 Codebook #8 
$12.00 $12.00 


HOW TO ORDER: Simply check off which 
magazines you want and send in the order 
form (photocopies accepted) along with a 
check made payable to Ziff Davis Media, 
for the amount indicated for each magazine 
plus shipping and handling—add $3 for 
U.S., $3 for Canada and $5 for foreign 
orders—in U.S. funds only for each 
magazine! Orders should be mailed to: 
Back Issues, Р.О. Box 3338, Oak Brook, IL 
60522-3338. Price and availability subject 
to change without notice. 


Skate as опе of the 10 top ргов: 
Jaren Grob, Taig Khris, Shane Yost, 
Matt Salerno and Chris Edwards 


CP UT A illie tis 
Unleash an arsenal of tricks: big air 

maneuvers, grinds, vaults, wall rides, 
fast plants, cess slides and skitches 


Punish your friends with split-screen 
multiplayer; build the ultimate skate- 
park with the in-game park editor 


4 
| 





Attack 9 mammoth levels with environ- 
ment-altering cinematics at every corner 


AXIlaim: 







CONTENT RATED BY 
ESRB 


Blood 
Strong Language 
Suggestive Themes 





Play ation. 


I 


NINTENDO 
GAMECUBE. 















Developed by н кде Rd the Z-Axis logo are 

ogo are register rademarks of Sony Computer 

ks of Microsoft Corporatiofl;p.the U.S: and/or in. 
568 under license from Microsoft, “TM, @ ате the Ni emeChbe logo age-wademar&s of марса aris Bod 

x from tne PlayStation®2 version of the vídeo game. . 45: 
у Рр 2222 4 А 


ML 2 


AR y 





у > of Z-Axis, Ltd. All Rights PlayStation and, 
798 inmentdnc. Microsoft, Xboxand'the Xbox Logos are either registere 
. °“ XBOX GAME BOY ADVANCE 222 Other Courfiries and are 

0 4 Boy Advance are trademarks of Nintendo. 9 2001 Nintendo: Screens Shown were 








ea‏ ל 





Der 












E) FEATURE 





After years of speculation as to the future of one of Sega's 
most beloved franchises, XBN is granted a world-exclusive 
preview and playtest of Panzer Dragoon Orta. 


“ A 


— ч 





[2 FEATURE 





(Above) The graphical 


The Tokyo Game Show, 
March 2001. Microsoft and 
— —À Sega executives take the 


detail in Panzer Dragoon 

Orta is of an order of 

nitude greater than — 
stage to announce 11 Sega games 






ything you're likely to 


see on Xbox th ear. The 





are in development for Xbox. One 


sense of sca ed by 





causes waves of excitement to 
ripple through the crowd. “Panzer 
Dragoon coming to Xbox!” screams 
every gaming Web site 30 minutes 
later—inaugurating a year of 
speculation, debate, and fanboy 
fisticuffs over which system is the 


thes: 





эпогтоив airships is 





equally impressive. 


most worthy recipient for the return 
of the esteemed series. Dreamcast 
stalwarts are devastated, 


PlayStation 2 converts are mystified, 


and prospective Xbox owners are 
very happy indeed. Meanwhile, 
some people are still asking, 
“What's a dragoon?” 

Six months later at the September 
TGS, anticipation is peaking around the 


possibility of the first Panzer footage 


stylistically, the Panzer games were 
pure, undiluted genius and 
featured a surreal, visionary world ... 


being unveiled, : 


Set Radio Future 


about Jet 





а debat 







eloper Smilebit’s 





potenti 





| for pulling it all off. At 





trailer kicks in depicting whe 





an animated fossil follc 


$ 036 XBN 











struggles 





gainst an evil empire pl ) jood | 1 ( проп 


{һе most engrossing way plenty of ut be a premier 





1cast," e Si it's head 1 е дап $ 1 


sho, Такау 











‘If you had to categorize it 








could say it's a shooter," says 





ame system to Panzer 






—that is, on-rails 
shooting with some collection and 
dragon evolution along the way. We 


pre-d 





ed the nature of the game to 


a giant futuristic spaceship. If you 
thought the bosses were impressive in 
Zwei (and they still are), you're in for a 
massive treat 

Control of the dragon is elegantly 
handled we're happy to report—the 
dragon is weightier than in Zwei, 
although still responsive. And while 
there was an overall feeling of familiarity 


Our beautiful dragon swooped 
through stormy chasms and past 
mountain-dwelling civilizations 


be on-rails, that way we could script 
the surroundings and make the journey 
a lot more beautiful. The enemy combat 
system also only works if the game is 
on rails, as their appearance is 
scripted." 

In the level XBN played the basic 
in place, although 


game em v 





finished 


aphics were not yet 





implemented. Despite this, both the 
scope.and. detail of the.graphics were 
already extremely impressive, with 
plenty of life visible as our beautiful 
dragon swooped through stormy 
mountain chasms, under rock bridges 
and past mountain-dwelling 





vilizations. At one point a mountain 
chasm opened up into a large valley 
arena, and we battled multiple faces of 


here, many features such as a means to 
accelerate and decelerate were yet to 
be included. Firing and targeting were 
up and running using the basic weapon 
system from Zwei—one button is used 
to machine gun enemies with a stream 
of plasma bullets, as well as to lock on 
and, when held down, target multiple 
opponents. Upon targeting multiple 
enemies, the dragon can let loose a 
huge maelstrom of blue-laser streams 
which looks (and sounds) extremely 
impressive. And, as before, the 
shoulder buttons rotate your 
perspective to the sides and back, 
allowing you to target enemies 
approaching from any direction 
Although nothing revolutionary in 
itself, this early version is at least a hint 


of a game more expansive, more 
beautiful, and more refined than the 
games that inspired it. "There are two 
main differences players can look 
forward to [beyond Zwer]," says 
Mukaiyama. "One is the dragon 
transformation element—the dragon 
itself can transform depending on the 
situation. It's a bit early to go into 
specifics, but for example, you might 
be able to transform shape depending 
on the type of level, or speed up if the 
stage requires it—different skills, 
weapons...that kind of thing. The other 
main difference is the level of freedom 
that's available when flying the dragon 
has been expanded dramatically. It's 
still on rails, but now there's much 
greater scope." The game will also 
feature branching paths, giving the 
game extended replay value 

This time around the game is set 
further inthe future, meaning all the 
elements, such as the characters and 
settings, will be futuristic and 
appropriately developed from the 
original. “Basically, the last Panzer 
Dragoon games were set against the 
decline of a civilization," Mukaiyama 
explains. "It was an empty, deserted 
lonely world. Panzer Dragoon Orta is 
set at the start of the next civilization so 
it's a world with more life. It's a 
beginning, not an end." 

There is encouraging news about the 









might < 





| Jap: е 
st Saturn Panzer 

S it features both 
artwork done by 

€ ustrator Jean 
Giraud (aka Moebius). Savvy game- 
can find the game on 
eBay.com for around fifteen bucks. 








owned French i 


re 






a 





мл 
p 








E FEATURE 





Panzer creators Takayuki Kawagoe and Akihiko Mukaiyama tell XBN what it takes 
to make the game, and who's left from the original team 


Work began on the new 

Panzer project around the 

time of its announcement 
just over a year ago. Of course, 
speculation had long been circulating 
about a disbanded Team Andromeda 
and how this had potentially sealed 
the fate of the series. Some 
members had left the company in 
pursuit of new pastures—such as 
original dragon concept artist 
Manabu Kusunoki and programmer 
Hidetoshi Takeshita who joined 
independent developer Artoon under 
the direction of the renowned Yoji 
Ishi (former head of Sega R&D). 

Similarly, other ex- Team Andromeda 
members found homes in the fledging 
Sega divisions taking form after the big 
internal Sega shake up two years back; 
people such as United Game Artists" 
Katsumi Yokota—visionary art lead on 
recent trance-blasting masterpiece 
Rez—who contributed to the incredible 
character designs of Saga (and, to a 
lesser extent, Panzer Dragoon Zwei). 
Keen to shed light on exactly who's 

behind Panzer Dragoon Orta, why it's 
coming to Xbox and to clear up one or 
two other rumors that have been 
hanging in the air too long, Xbox Nation 
met the men in charge. Enter Smilebit 
director Takayuki Kawagoe, Akihiko 
Mukaiyama (the game's director/project 
leader) and Koji Kuroki from Sega's 
international business division. 


Xbox Nation: How big is the whole 
Panzer Dragoon Orta team at 
Smilebit? 


Takayuki Kawagoe: About 30 | think. 





€ 040 xBN 


XBN: There's been some concern 
that the original developers at Team 
Andromeda have been split up. And 
most of them aren't at Smilebit... 


Kawagoe: There are 10 members from 
Team Andromeda working on Panzer 
Dragoon Orta currently. But we actually 
have another six Team Andromeda 
members at Smilebit working on other 
games here. For example Ueda-san, our 
lead designer on Jet Set Radio Future, 
is ex-Team Andromeda. Even though 
they're not on the Orta project, they're 
Still advising us as we progress, so you 
could say 16 ex-Team Andromeda 
members are involved with the project. 
Akihiko Mukaiyama: Personally, | was a 
planner on Panzer Dragoon Saga. | 
worked on the battle system. 


XBN: Is Microsoft funding the 
development of the new game? 
Or is it Sega? 


Kawagoe: Let the guy from Sega 
answer that one! 

Koji Kuroki: The cost of development is 
Sega-funded. 


XBN: Did you approach Microsoft 
with the idea for this game, or did 
they ask you to develop it? 


Kawagoe: We went to Microsoft with 
the idea. Given our investment in and 
experience with the console, it made 
sense. 


XBN: So this was a Smilebit project 
from the start? Don't your 
shareholders put pressure on you to 


devote more of your resources to 
PlayStation 2, given that your last 
two Xbox games didn't perform that 
well sales-wise? 


Kawagoe: There have been some 
problems with Xbox in Japan, and 
probably Europe. The European launch 
doesn't seem to have been too 
successful. But we are optimistic about 
the Xbox market in the United States. 
Perhaps the timing of our last two 
releases worked against us. But with 
Orta, we expect the market will have 
matured, and the game itself will be a 
bigger leap as a second-generation 
title. 


XBN: Some would say that Jet Set 
Radio Future and GunValkyrie were 
aimed toward hardcore gamers. Is 
Panzer Dragoon Orta aimed at the 
same kind of player? 


Kawagoe: I'm hoping Panzer Dragoon 
Orta will appeal to a wider audience. 
Original fans of the series should 
recognize and appreciate the game, 
and probably get some things that 
others won't. But we're going all out to 
make it an amazing enough experience 
50 that anyone will be able to enjoy it. 
Sure, the fans will be there on day one, 
but we hope that their friends will see it 
and be persuaded to get it too over 
time. We hope it can be enjoyed by all 
ages. 


XBN: How does the team find 
developing on Xbox generally? 


AM: We'd been working on Direct X 


and PC for a while, and Xbox is pretty 
close to a PC development-wise. So it 
has been quite easy. 


XBN: Will the game taking special 
advantage of any Xbox features like 
the hard drive or broadband? 


Mukaiyama: The hard drive gives us 
faster loading times, and lets us 
manipulate the tempo of the game 
much better: transitions, music, etc. 
Kawagoe: | know that a lot of other 
Xbox games let you do things like 
substitute your own music. But the 
Panzer Dragoon experience is more 
cinematic, more scripted, so we wanted 
to keep control of the synthesis of 
music and game. 


XBN: Finally, we've heard rumors that 
Panzer Dragoon Orta is not the only 
new game planned in the Panzer 
series. Are there any plans to release 
a Panzer Dragoon RPG sequel as 
well? 


Mukaiyama: Not at the moment. 


XBN: Then where do these rumors 
come from? 


Mukaiyama: [Laughs] Well, actually, | 
did want to create a new RPG based 
on the Panzer universe. | have even put 
together a design document for it. But- 
for now, it's still unplanned. 


XBN: Thank You. 






Mukaiyama: And you.Those were the 
hardest questions we've ever ha 








Panzer Prologue 


E) FEATURE 


In 1995 Sega's Team Andromeda created the first Panzer Dragoon for the 


32-bit Saturn and gave birth to a legendary series of games 


Beyond punishing 
deadlines and cubicle 
psychosis, achieving 


artistic notoriety in video games has 
usually been a case of pulling off 
impossible stunts in the face of 
technical adversity. Back in the mid- 
'90s when gamers started to 
demand believable 3D worlds, 
adversity was provided by the 
clunky, chunky, and downright 
difficult-to-program Sega Saturn. It 
wasn't that it was short of 
horsepower, it just needed a damn 
good driver at the wheel. And with 
twin CPUs and six extra processors 
dedicated to graphics and sound 
functions, getting this 32-bit beast to 
crank out impressive 3D was akin to 
getting pandas to mate in captivity. 

However, for those who ate 
machine code for breakfast, great 
things were possible on the Saturn— 
notably the original Panzer Dragoon 
which first surfaced in May 1995 in 
the United States (two months earlier 
in Japan). The game originally 
started out as a technology demo for 
the Saturn accompanying the 
Saturn's official announcement in 
early '94. However, upon its release it 
became a powerful retort to 
Nintendo's first venture into SD; the 
Super FX-chip powered Star Fox for 
the 16-bit Super Nintendo. 

The premise for Dragoon was 
simple—Space Harrier-style on-rails 
shooting but with texured 3D 
environments. But it was depicted 
with such esoteric style and dramatic 


execution that it found immediate 
favor with the Saturn's growing base 
of fans. Stylistically, there was even a 
nod to a visionary comic artist 
Mobeius (a.k.a. Jean Giraud) in there 
too—he provided two pieces of art 
for the game. 

Set in a post-apocalyptic world 
1,000 years in the future, the story 
details for Panzer Dragoon—a hero 
named Edge, an armored blue 
dragon, genetic engineering, armies 
of cyborgs, bizarre mechanical 
flying creations—were 
overshadowed by the game’s 
breathtaking artistic vision. 

The game’s main innovation was 
the 360-degree viewpoint, a 
welcome step beyond contemporary 
fixed background shooters such as 
Silpheed. But whereas Panzer 
Dragoon was criticized for lacking 
depth, its exceptional follow-up 
Panzer Dragoon Il Zwei made 
amends with Out Run-style split 
paths (which are certain to make a 
return in Panzer Dragoon Orta) 
directly affecting the shape of the 
dragon as well as its stamina levels 
and range of motion. Zwei was a 
masterpiece of shoot-’em-up 
engineering containing, in particular, 
some memorable boss encounters. 

But it seemed that whatever point 
team Andromeda was striving 
towards with Panzer Dragoon and 
its sequel was finally reached with 
Panzer Dragoon Saga. With less than 
10,000 copies released, it has since 
become the holy grail of Saturn 


gaming (one that regularly fetches 
upwards of $150 on eBay.com). 
Released around the same time as 
Final Fantasy У!!, Saturn owners 
scoffed at Square’s overblown 
PlayStation FMV fest, revelling 
instead in a Panzer that was blown 
wide open, with a combat engine 
that was a perfect fusion of classic 
shooting with the strategic depth of 
a typical RPG, minus the usual 
tedium. It was perfect; a living, 
breathing world with real integrity 
that the developers must have 
sweated blood to create. 

Two generations of hardware have 
come and gone, and it's still hard not 
to be impressed with either Zwei or 
Saga. Oddly though, whether it was 
down to the Saturn's crude texture 
handling or just intelligent use of 
texture color, playing Zwei or Saga 
these days is something of a 
revelation. For a glimpse of how 3D 
game art often “deteriorates” the 
better technology gets (the old 
argument of thé more realism you 
create, the more flaws are visible), 
look no further. As a contrast to the 
overly clean environments of many. 
contemporary games, the worlds of 
Panzer display a visual charm akin to. 
the latest cel-shading techniques. 
Less is more perhaps? For Smilebit, 
now mastering the controls of a new 
generation of gaming technology, the 
artistic challenge at stake is perhaps 
greater than anyone might have at 
first thought. 

Jason Brookes 


A Panzer Chronology 


Panzer Dragoon 

Released: March 1995 (Japan), May 
1995 (USA) 

Despite a reputation for mediocre 
3D graphics, the Saturn drops the 
world's collective jaw with a virtual 
onslaught of swirling dust devils, 
giant sandworms, and futuristic 
battleships oozing of organic- 
technology. For a simple shooter, the 
original Panzer made for a 
captivating experience. 


Panzer Dragoon Il Zwei 

Released: March 1996 (Japan) April 
1996 (USA) 

More of the same, really, but a few 
meaningful tweaks to the formula 
made Panzer Zwei more than twice 
the first game. 


Panzer Dragoon Saga 

Released: Jan. 29, 1998 (Japan), 
April 17 1998 (USA) 

A wonderful marriage 01 the hand- 
crafter Panzer Dragoon experience 
(read: shooter, infinitely 
customizable dragon, etc.) with the 
depth and resonance of 8 full-on 
role-playing game, Detractors cited 
the use of only one playable 
characteras a drawback, but that's 
missing the point. A wonderful 
storyline, beautiful (even now) 
graphics and design, and a fitting 
finale to the trilogy add up to create 
a 25-hour experience that still 
resonates with those who played it. 
Indispensable. 

















H&K МР5 999) 
ШЕ?) 

«аш! 

2 E 

[ 999) 

| 29) 

«шш 





H&K МР5 


Ріск UP BER 
TAKE CLOTHES 


DRAG 









7204 4 4 
11111) הההההההחח‎ / 2 
т וווווווווווווון‎ ( 2 
3 АЛЫ “Ж 
9 NT а 
N 29943. ~ 
8 Y Ч , эй EN 
о р Р, ЯА 4 
4 B War 224 
[4 WE d 9 
< "0 7 : 
8 m | 
< 
т 
` РЫ N 
л (| poor Ни ни 
"11.1 i 
m 
yJ 
¿ 


$ 042 xBN 


* FUTURE 


Coming Soon to Xbox 


He's 6 feet 5 inches tall, bald as Bruce Willis, and has an enormous barcode 
clearly visible on his Arnuld-size neck. He should blend right in, then... 


Simon Cox 










GAMERS: TOM 


Ж 






We ve given. уди 
you tee) 


| e. 
) print magazines. 





From the Editors of: 


TOER 
JAMD 


EARL 





“Can we ask you a 
question?” 
Greg Johnson and Mark 


Voorsanger, creators of the goofy 
video game characters ToeJam and 
Earl, are plopped down on the floor 
of an office somewhere in northern 
California. Funk music wafts out of 
speakers from a computer, and 
Johnson, the taller and more intro- 
spective of the two, has just turned 
a perfectly decent interview on its 
ear. “What’s your explanation for 
why ToeJam and Earl has hit the 
spot with so many people?” he asks. 
“Why do you think it's resonated?” 
It's a good question, and one not 
easily answered. It seems unlikely that 
a game starring two aliens, one essen- 
tially a big yellow pudding in sneakers 
and the other a three-legged, medal- 
lion-wearing,cherry-Popsicle-with- 
bug-eyes-looking-thing, would stand 
the test of time. Yet ToeJam and Earl, 
released for the Sega Genesis when 
George W. Bush's daddy held the 
presidency, managed to do just that— 


$ 046 XBN 


and then some. А sort of child's 
daydream (complete with a herd of 
nerds and a malicious-yet whimsical 
boogeyman) brought to life on a 16-bit 
console, Earl gained a cult following 
with its unique characters and quirky 
play. Now, some 10-plus years after 
the fact, people are paying upwards of 
$50 for a copy of the game on 
eBay.com and Voorsanger and 
Johnson have their eyes on the skies 
and their buttocks on the floor, prepar- 
ing to hype ToeJam and Earl Ill: All 
Funked Up for the Xbox. 

Bring forth the funk. When the 12 
Sacred Albums of Funk are stolen 
from their home on the planet 
Funkotron, the planet-hopping 
ToeJam and Earl are dispatched by 
the Great Funkopotomus to retrieve 
them. The dynamic duo is dispatched 
to the mudball Earth, the wacky little 
nowhere that was the setting for the 
original ToeJam and Earl. With the 
never-before-seen Latisha—a pretty 
Funkotronian femme with blue skin 
and enough jewelry to shame Mr. T 


many times over—along for the 

ride, ToeJam and Earl must retrieve 
the holy platters of funk while simulta- 
neously converting the locals to a 
more enlightened and funkified state 
of existence. 

"We're on kind of mission—a secret 
mission," Johnson says. "A lot of 
people who make games take things 
very seriously, and you have to look at 
the word 'play' and wonder, what's 
that all about? Serious/play, 
Serious/play—they don't seem to 
really go together. Well, | guess they 
do, but to the detriment of the word 
‘play.’ Our secret mission is to bring а 
little more lightheartedness into the 
world of video game play, because so 
much of it is so intense." 

If “lighthearted” was currency, 
ToeJam and Earl Ill could rightly be 
redeemed for, say, The Mona Lisa or, 
perhaps, Guam. Insane dentists with 
drills scamper throughout the game's 
levels, a wise man in a carrot suit 
augments our heroes' abilities when 
they've gained enough experience, 





there's a Yeti who jabs a mean pencil, a 
decidedly African-American Santa 
Funk, warbling country-western 
singers, and psychotic mailboxes. 
ToeJam, Earl, and Latisha will be also 
harangued by humans aplenty such as 
peppy cheerleaders with oversized 
smiles, hulking construction workers, 
and fat-bodied tourists in skimpy cloth- 
ing. The message here, simply, and as 
stated by cartoonist Walt Kelly is, we 
have met the enemy and he is us. 

"Satire is a valuable form of humor," 
Johnson says. "It lets you step outside 
yourself and see things in a different 
way. We've had so much fun with the 
construction worker whose personality 
is, you know, he's trying to be cool: 1 
am up with that, Homey-man! | am 
inside the house!' Or the cheerleader 
who says, 'Gimme a B! Gimme a G! 
What's that spell? Ва!” 

ToeJam and Earl Ill brings the 
Funkotronians into 3D for the first time, 
and the game threatens to be 
gorgeous. Environments, be they 
bucolic meadows decorated with 





XBN 047 2 





$ 048 XBN 





XBN 049 9 





$ 050 XBN 


а”. 


ex. 
ЖЕ 
л прай 





A brief history of ToeJam and Earl ... 











XBN 05: > 














5 


一 一 


nanm 








~ 





$ 052 XBN 


м FUTURE 


Coming Soon to Xbox 


First-person perspective. Cel-shaded graphics. Ubi Soft adds two plus two and 
comes up with 13. XBN does the math on this amnesiac's mystery. 


Sometimes you get an 

abundance of riches. The 

Xbox came charging out of 
the gate sporting perhaps the finest 
first-person shooter ever made, 
Halo, followed by an excellent port 
of Max Payne and the highly-antici- 
pated Unreal Championship due to 
be released later this year. So with 
the bar set that high, how do you 
compete? Well, if you're a Paris- 
based company like Ubi Soft, you 
push the quality that French 
developers have always had in 
spades: Style. 

Witness X///. Based оп the most 
popular graphic novel ever published 
in France, its premise is a little creaky, 
but the overall package is looking 
quite nice indeed. You begin the game 
not knowing just who your character is 
(this is the creaky part—just roll with it 
for now). You awaken on a beach, with 
no memory of who you are or how you 
got there, and the only immediate clue 
to your identity is a mysterious "XIII" 
tattooed on your chest. 


Oh, and the small fact that there's a 
group of thugs headed your way who 
definitely mean to do you some 
serious bodily hurt might lead you to 
believe you're in some sort of trouble. 

While the “wake up with total 
amnesia" motif may have been done 
before, it still lends itself well to the 
structure of a game—and the develop- 
ers at Ubi Soft Paris are doing 
everything they can to squeeze as 
much drama and mystery out of the 
concept as they can. 

XIII runs using a modified version of 
Epic's next generation Unreal Il engine, 
and plays off of the story's graphic 
novel roots with cel-shaded visuals 
and a heavily plot-driven structure. 
Make no mistake though, the team is 
well aware of the pitfalls of relying 
heavily on the standard gameplay- 
cutscene-gameplay model (the sort of 
that nearly swamped Metal Gear Solid 
2, for example). Instead, they're taking 
a more Half-Life style approach, in 
which the story comes to you. 

As the game progresses, you 


discover bits and pieces of your 
identity through conversations with 
different characters, reading found 
documents, and experiencing the 
occasional flashback. In this way the 
plot unfolds organically as you work 
through various goals, and will 
hopefully enhance gameplay rather 
than pull you completely out of it. Even 
the flashbacks take place within the 
game engine and use a black-and- 
white, over lit and high-contrast 
rendering technique to make them feel 
suitably “mental.” The amnesia-driven 
plot device is being neatly exploited to 
keep you guessing; allies may turn out 
to be enemies, and nothing is ever 
quite what it seems. 

Recovering your memory has a 
distinct effect on gameplay as well. As 
you gradually learn about who you are, 
you learn new skills. When you first 
wake up you can barely hold a gun. 
Before long, however, you're discover- 
ing that you somehow know martial 
arts. You've also clearly been trained in 
a number of small (and not so small) 


arms, from knives to machine guns. 
Infiltration and stealth skills are on the 
list too, and you even have a kind of 
"sixth sense" that enables you to know 
instinctively when danger is near— 
obviously, your character is not a waiter. 

One of XIIl’s more unique and inter- 
esting elements is that some of the 
characters you interact with also affect 
gameplay: From time to time, Al-driven 
allies will help you in your quest in 
ambitiously active, cooperative ways. 
This is demonstrated during a brisk 
chase across a city's rooftops. A 
female agent named Jones is there to 
provide covering fire against the many 
gang members hunting you—and, 
naturally enough, you have to return 
the favor. The goal of featuring smart, 
autonomous allies is something of a 
holy grail in gaming these days (and 
again, give the nod to Halo), so this is 
one element whose progress will 
certainly be worth keeping track of— 
doubly so, even, because gameplay is 
not all run-and-gun action. 

Like Metal Gear Solid 2, No One 





$ 054 xBN 











zi iH " + 
цэ ЕЗІ ІШІ ₪ 
ий ЕН | LL 
m Ii | | Ll 


EL DIT 
“шаа — 












$. 


That was then 


ИШ THIS/IS/'NOW!! 








PIKMIN SOLVED INSIDE A G 
ға [ 


Bringing you the best in multi-console coverage 


e Reviews Available at: 
Previews • Borders + Funcoland « Walgreens 
N ews a Electronics CVS 
rnes Boutique Kroger 
Cheats and Noble WalMart Safeway 
2 B. Dalton Best Buy Toys R Us 
Tri с k 5 Babbages Kmart Comp USA 


Strate gy GameStop Target 





Y FUTURE 





ng Soon to 





In a world where road rage is prevalent, it's great to know Sega has found the 
perfect formula for keeping us indoors—nice and safe, like. 








₪ Imagine a strange and futuristic world in 
which cars drive you and the opera isn't 

just when some guy gets stabbed, instead 
of dying, he sings about it for two hours ... 


+ 056 XEN 


Leading the charge in a trio 
of Xbox exclusives is Sega 

GT 2002, a sequel to the 
two-year-old Sega GT on Dreamcast, 
and arguably Sega's attempt to claw 
back some kudos in an arena that's 
seen Sony and Kazunori Yamauchi 
die-cast a formula for racing perfec- 
tion. Of course, comparisons 
between GT and Gran Turismo are 
unavoidable, if only because the 
Dreamcast original tried so hard to 
realize almost every design 
innovation that Sony's series had 
celebrated—essentially, hundreds of 
licensed cars, tons of parts to 
customize them with, and some truly 
daunting racing challenges. 

Despite the blatant borrowing of 
ideas, and the adding of a few of its 
own, the original Sega GT was flawed 
in several key areas. Visually eclipsed 
by Dreamcast titles such as Test Drive 
Le Mans and F355 Challenge, and with 
presentation and handling problems 
compounded by a punishing difficulty 
level, GT was lost in Gran Turismo's 
slipstream. Now, developer Wow 
Entertainment is thinking it's time to set 


the record straight, and early signs of 
this powerful followup are encouraging. 

"Sega GT 2002 is as close to finding 
a perfect balance between the sim- 
Style play and arcade accessibility as 
l've seen on the Xbox," says the 
game's U.S. producer, Noah Maher. 
“Тһе interface is definitely much more 
user-friendly than in the first game. 
Sega GT for Dreamcast was a great 
game for the strictly serious racing 
fanatic, but it was hard for casual 
gamers to get involved. [Wow 
Entertainment] has completely solved 
this by enhancing the control and 
eliminating the floaty steering of the 
first game." 

As a visual benchmark, even at 40- 
50 percent complete, GT 2002 can 
easily lay claim to be the best-looking 
Xbox racer yet. Vehicle models are a 
step up from those in Sony's Gran 
Tourismo 3 and are packed with 
exceptional reflection and bump- 
mapping detail. Likewise, draw 
distance, scenery detail, and texturing 
are leaps ahead of the original, with 
towering skyscrapers and mountains 
framing the action. 


It's the game's new Chronicle mode, 
however, which is perhaps the biggest 
step beyond the original. Effectively a 
teary-eyed homage to a more innocent 
time in racing history, this puts you 
behind the wheel of classic cars from 
the '60s, “705, “805 and beyond, 
providing an interesting juxtaposition of 
old and new, and presenting the 
opportunity to race tuned-up classics 
against future concept cars. And an 
interesting touch is how the action 
gradually changes from sepia-toned to 
full color as the races progress. 

Considering Sega's rich lineage of 
соіп-ор racers, it's about time the 
company delved a little deeper again, 
and the feeling with GT 2002 is of a 
game far tighter in execution. Of 
course, with ultra-realistic vehicle 
dynamics, dozens of licenses, themed 
races, a fully kitted-out garage, and 
enough tune-up options to keep even 
the most anally retentive car nut happy, 
GT 2002 looks like a refined piece of 
automotive engineering. All you need to 
be is serious about cars—and GT 2002 
has more than 125 of them... 

Jason Brookes 





м FUTURE 


Coming Soon to Xbox 


&1 


CONNOR 


< 058 XBN 











TERMINATOR: 
DAWN OF FATE 


Y FUTURE 


Coming Soon to Xbox 





Here's a recipe for disaster: First, man made machines. Then, man made 


machines mad. 


Now, at the Dawn of Fate, 
ЕН the mad, man-made 

machines will make war on 
man. Expect mass сагпаде, twisted 
metal, and plenty of hurt feelings (but, 
oddly, no blood and no Arnold 
Schwarzenegger) when Infogrames 
and developer Paradigm 
Entertainment bring the Terminator 
universe to the Xbox. Terminator: The 
Dawn of Fate, a third-person shooter 
with a pounding rock soundtrack 
and plenty of high ordinance, serves 
as a prequel to James Cameron's 
violent film The Terminator. 

Dawn of Fate ends where The 
Terminator begins, and opens in 2027 
amid the ruins of a shattered Los 
Angeles. Human forces under the 
command of John Connor uncover a 
fiendish plot; the evil computer Skynet 
intends to send a Terminator robot 
back to 1984 in order to kill Connor's 
mom before she can give birth to 
John. As rational discourse often fails 
to ameliorate a Terminator's homicidal 
outlook, players will need to fight their 
way through the game's 11 levels, and 
the developers make no pretense 
about Dawn of Fate being anything 
other than a "relentless action game." 

Infogrames and company fully intend 
for fans of the Terminator films to get an 
eyeful of the future war between the 
humans and Skynet in Dawn of Fate— 
and have been granted a lot of creative 
license to flesh out its details. "We went 
in and created tons of Skynet stuff that's 
never been seen before," Francois 
Lourdin, senior producer for Infogrames 
says. This means players will be treated 
to new Terminators, new hunter/killer 
units, new human protagonists, and 
even, Lourdin says, "a new kind of 
enemy that's never been seen." 


The walls of Paradigm 
Entertainment's demonstration room 
bear witness to Lourdin's statement. 
They're thickly decorated with sketches 
of mechanical marvels, humans packing 
heat enough to fry St. Louis, and 
fearsome killing machines. Among the 
never-before-seen terrors are the 
hulking and one-eyed Terminator 400s, 
their metallic hides stricken with a 
Severe case of orange-colored rust, as 
well as their more-imposing brethren the 
T-800s. Also posted on the walls are 
drawings of strange human-robot 
hybrids—these are the mysterious 
"Digihumans" who play a pivotal role in 
the game's plot. 

Players take control of the Tech Com 
heroes Kyle Reese (the protagonist of 
the original Terminator film, the big and 
bald hero Justin Perry ("he's a big guy, 
so he gets a big gun," the developers 
say about Perry), and the female fighter 
Lt. Luna; sadly, the characters do not 
vary save for their appearances and the 
weapons they carry. The game offers 15 
different weapons such as shotguns, 
plasma rifles, C4 explosive charges, and 
rocket launchers for the heroes to use, 
and it will also be possible to attack 
Skynet's forces up close and personal 
with a plasma baton or with a series of 
kicks and rush attacks. If a Terminator 
gets knocked off its feet, it’s possible to 
dispatch it with a well-placed baton stab 
to its chest—and the resultant explosion 
is well worth the danger inherent in 
coming within kissing distance of such 
an imposing killing machine. 

An early, warts and all, walkthrough 
of Dawn of Fate showed off the game's 
great appeal: its almost singleminded 
emphasis on killing them all and letting 
the God of Technology Gone Awry sort 
them out—as well as its Achilles’ heel, a 


dynamic camera system that 
dynamically stunk. To their credit, the 
developers repeatedly insisted they're 
aware of the camera's flaws, and have 
vowed to work hard to correct the 
problem. "We're going to be working on 
the camera until they tell us to stop and 
the game ships," Ken Tabor, lead game 
designer says. 

Because the game is intended for 
teens, neither Infogrames nor Paradigm 
intends for the game to contain blood. It 
seems an odd choice considering that 
humans are going to get shot—a lot, but 
this is perhaps nitpicking; the more 
obvious omission here is with a certain 
Austrian strongman whose likeness 
rights Infogrames was unable to secure. 

Still, the game holds a lot of potential 
for fans of the Terminator series. 
Frenetic firefights are highlighted by 
Terminators teleporting in via huge pink 
and blue explosions, and players can 
opt to fight in first-person perspective, 
which adds a lot of tension to the 
proceedings but, sadly, fixes a character 
in place until the perspective is changed 
back to the third person. Missions, 
which range from blowing stuff up to 
escorting humans (often so they can 
blow stuff up), are built around the 
notion that action is life, and life is 
indeed quite fine. 

Developer Paradigm Entertainment 
seems to have a good handle on the 
game's plot which is pretty darn deep 
for a rather straightforward shooter. 
Though specific details are being kept 
to a minimum, Dawn of Fate features 
plenty of intrigue in the form of some 
humans whose allegiances aren't all that 
well defined. Tabor hints much of Tech 
Сот” history will be revealed, as well. 

"It's not all pretty," he notes. 

Greg Orlando 











Ш Terminator: Dawn of Fate's story involves 
a lot of intrigue in the form of a ... ah, that 
would be telling! 


XBN 059 》 


Y FUTURE 


Coming Soon to Xbox 


HOUSE 
OF THE 








It’s the dawn of the day of the night of the living dead and you're looking a lot 
like zombie chow. What do you do, hero? What do you do? 








№ According to Webtender.com, it's 
possible to build a better zombie by mixing 
rum, creme de almond, sweet and sour, and 
coconut juice. With a twist of lime. 


% 060 XBN 


Zombies have an annoying 
n habit of reappearing just 

when you think there can't 
possibly be any more. They waltzed 
endlessly through The Night of the 
Living Dead, staggered through 
countless sequels and homages, 
hobbled alongside Michael Jackson 
in his “Thriller” video, and kept Chris 
Redfield and Jill Valentine up all night 
in Resident Evil. (Jill... What is it?" 
“It's another zombie you idiot.") 

And they're back, once again, this 
time courtesy of Sega and House of the 
Dead 3. In a similar twist of fate to that 
of Crazy Taxi, the game series has 
migrated from the Dreamcast to Xbox 
(and from the small screen to the big 
Screen: ludicrously, both titles have 
movie spin-offs planned, as well). It 
appears that this second sequel was 
originally also heading for DC and 
Naomi 2, but plans have changed 
and—despite the arcade technology 
still to be confirmed (it'll launch simulta- 
neously on the Xbox and in the 
arcades, and we're expecting the 
arcade game will run on Xbox-based 
hardware)—the game's console home is 
now exclusively Xbox. 

First things first: Don't ask about a 


light gun, as there's bound to be one. 
Just don't expect a fanfare to surround 
its release; violence in video games is a 
touchy subject these days. Do, 
however, expect a coin-op quality gun 
game, and one that hopefully puts the 
Xbox through its paces as well as the 
original worked the Dreamcast 
hardware. "There were many things that 
we wanted to do before, but were never 
able to," Sega representatives at Wow 
Entertainment say. "With Xbox, many of 
these things became possible. So not 
only can we build upon the concepts of 
the previous game, but we can increase 
the size of the game itself and do 
tremendous things with the design, 
graphics, and even the sound." 

Oddly, the game's visuals seem to 
have gone through something of a 
transition in recent months. Initial 
screenshots employed a beautiful, cel- 
shaded approach that seems to have 
been toned down—perhaps in light of 
the favorable response to Capcom's 
ultra-realistic Resident Evil for 
Gamecube, or perhaps negative 
reaction from online forums (“Оһ no, it's 
Jet Set Radio Future with zombies!"). 

To clear this matter up we asked the 
developers what's going on: "It's not so 


much cel-shading as much as the 
properties of some of the techniques 
used in cel-shading that we wanted to 
employ to make the game look more 
realistic," they explained. Apparently the 
game still uses "lit, cel-shaded effects" 
but the overall look has been changed 
to “а more realistic polygonal form." 
“We're also considering utilizing the 
powerful shading techniques often used 
in American comic books as an added 
layer of atmosphere," they add. 

Wow is also striving for a "bigger, 
more open" game to prop up these 
visuals. "With the advancement of 
hardware, we're attempting to create a 
zombie-action game that has never 
been done before; rethinking the very 
basics behind the fear that zombies 
exude. You'll feel a level of fear and 
anxiety that you've never felt before." 

While the Dreamcast's HotD 2 was 
enjoyable and well received, it's debat- 
able just how much replay value games 
such as these retain. "We can't give any 
more details at this point," Wow said, 
“but we have included features that, 
when you see them, you will think, 
“What?! They put this kind of stuff in 
here too?" We eagerly await. 

Jason Brookes 


Coming Soon to Xbox 


Ш 
ЁС 
23 
ший 
EE 
LL 





Г. 


J” 1110 





« 062 xBN 


一 一 一 一 一 
1 


Ра. 


tasse” 





T 












РНО 
JECT 











/ 
1 / 

| UV olt 
А 





As most of us scratch our 

heads at the inexplicable 

lack of compelling storylines 
in the video game canon, Tomas 
Schaefer is attempting to alter the 
existing landscape with his own 
unique vision of the interactive narra- 
tive. The guiding force behind a 
talented team at Westka Interactive, 
Schaefer has spent the last two 
years nestled in his studio in 
Cologne, Germany, working on the 
largest undertaking of his career. 
Speaking with Schaefer in his hotel 
room at the Hyatt Sinclair Hotel in a 
rain-drenched San Jose (where he is 
demonstrating the game to potential 
publishers attending the concurrent 
Game Developers conference), his 
excitement is immediately palpable 
and his vision solemnly assured. In 
thecourse of our discussion, 
Schaefer is partial to three words, in 
particular; namely, *freedom," 
*systems," and "illusion." 

On a very fundamental level, Y- 
Project will attempt to transcend 
traditional genre labels. It uses Epic's 
Unreal ІІ engine, but it is not a simple 
first-person shooter. It involves 
accumulating experience points and 
conversing with hundreds of other 
characters, but it is not a traditional 
role-playing game. And, crucially, it's 
not some messy combination of these 


various forms, either. "Don't think we're 
doing a genre-blending game," 
Schaefer insists with an engagingly 
thick German accent. “I’ve seen too 
many games in the last 10 years which 
have tried to blend two or three genres. 
Simply adding up the parts of different 
genres does not make a good game." 
Instead, Westka's approach is to 
leave the structure of the gameplay as 
open-ended as possible, allowing suffi- 
cient elbow room for various player 
types and styles. By attempting to 
incorporate several different gameplay 
"systems" into the world it has created, 
Y-Project will essentially give the player 
a say in not only the course of events 
which take place, but the actual form 
these events will take as well. Schaefer 
explains: "Our way is to put the 
freedom in the player's hands...it’s been 
a very long process, in which we have 
analyzed several different systems to 
put it together. If anything would speak 
out of the eyes of an RPG player—or a 
FPS player, or an action-adventure 
player—anything we put into the game 
from other genres we had to actually 
proof-test to be assured that it would 
be okay for any player type. We're 
trying to maintain balance and, more 
importantly, freedom for the gamer." 
(Despite their apparent similarities, 
Schaefer resists comparisons to 
acclaimed developer Warren Spector, 


maintaining that he has a "very different 
approach" to creating games.) 

Y-Project takes place some 200 
years into the future. Seventy years 
before the game begins, a group of 
humans leaves Earth—itself polluted 
and ravaged beyond repair—in search 
of new territory to settle. Prior to 
landing, a genetic experiment is 
botched onboard the spaceship and... 
well, we all know what happens when 
genetic experiments get "botched." A 
failed attempt to develop a better 
fertilizer instead produces a mutated 
insect; upon landing, the insect 
escapes, swells to many times its origi- 
nal size, and reproduces exponentially. 
The humans are forced to move into 
one central, monolithic city nestled 
inside an enormous glass dome. 

Note to self: In the future, don't build 
cities inside glass domes. 

Seventy years after the landing— 
and, effectively, the beginning of the 
дате--іһе glass dome over the city is 
destroyed. The insects enter en masse 
into this once-burgeoning metropolis; 
most of the inhabitants are killed, 
leaving chaos and destruction in place 
of peace and prosperity. The player's 
role, then, is to save the surviving 
humans from the insects and solve the 
mystery behind their existence. Two 
leading human factions have developed 
in the crippled city, both sharing the 


same goal. Each faction however, 
represents a very different political and 
Social view; one is rooted in science, 
while the other, somewhat unsurpris- 
ingly, favors a more violent, military- 
minded approach. 

In the opening scenes of Y-Project, 
leaders of the two factions vie with one 
another to recruit you into their faction. 
They offer you weapons, tools and 
other incentives, knowing that you are 
an important weapon against the 
insects. Your natural inclination towards 
either of these approaches will partially 
determine which faction you serve, 
while the rest will be dictated by your 
response to the leaders. 

Throughout the game, members of 
each faction will attempt to recruit you 
for their cause. Each will reward you 
with special energy and items when you 
complete a quest for their group; in 
turn, you'll be forced to make critical 
decisions that will significantly affect the 
course of the story and your own role 
within it. (You collect different experi- 
ence points depending on the faction 
you are currently serving, and the XPs 
for each faction are counted and 
displayed separately.) 

The player will thereby dictate his or 
her own style of play, and will be forced 
to question these beliefs after hearing 
compelling arguments from the leaders 
of each camp. "It's more of a play of 


XBN 063 > 


« 064 хвм 










m — SS 4 
9-4 з bs $ Я 


porc 


San) EN IN 











жнь 
:- 





= הממור 


“у 
А” №, 









Thomas Schaefer Christoph Kabelitz 





Nano-nano-nano-nano-nano 








XBN 065 》 


м FUTURE 











Point-and-click adventure games used to rule the world. Now a new, evolved ver- 
sion of the genre, in the shape of Broken Sword 3, promises to regain the crown. 





. Revolution has developed a sophisti- 
cated facial animation system to convey 
character emotions. Over the years, this 
has proven very, very difficult. 


$ 066 XBN 


Despite the two previous 
En episodes of Broken Sword 

selling a million copies each, 
it’s taken some time for UK-devel- 
oper Revolution Software to continue 
its groundbreaking series. “Point- 
and-click adventures were great five 
years ago, but now that's all out the 
window,” explains managing director 
and series storywriter Charles Cecil. 
“with Broken Sword: The Sleeping 
Dragon, we can harness the 
opportunities of next-generation 
hardware to create a visually 
stunning contemporary adventure.” 

One big shift in this new Sword is 
obvious—the game environments and 
characters have moved from cel- 
shaded 2D into lushly lit 3D. “We've 
spent a lot of time experimenting with 
the [Xbox] hardware, seeing what it can 
do,” Cecil says. “We're interested in a 
style which uses a lot of contrast, 
combining light and shadow and 
putting warm and cold colors together 
to create visual excitement.” 

And frankly, it looks stunning. 
Revolution is particularly proud of its 
shadows, which are never so dark a 
player can't see what clues might be 
hidden in the corner of a room—vital for 
a game with a strong detective element. 

The characters have been given a 
makeover to bring them into the third 


dimension. The hero, George Stobbart, 
has matured into a character with a 
certain air of cool. “We didn't want to 
end up with a video game cliché," Cecil 
says. "He's not a broad-shouldered, 
square-jawed action hero." Similarly, 
French photojournalist Nico Collard is 
sassy and sexy without crossing the 
line into fodder for adolescent fantasy a 
la Lara Croft. The development team is 
also working on a virtual actor system, 
which will allow script writers to choreo- 
graph realistic emotions via the 
characters through lip synch, facial 
animation, and body stance. 

One aspect of the gameplay Cecil is 
keen to explain is the game's pacing. 
One part of this is detective work. “1 
think this is one thing about adventure 
games that can really frustrate players," 
he says. "We want to take the opposite 
approach. Detective work is what 
people enjoy about adventure games, 
so we make sure it moves fast. If you 
get stuck, we'll give you hints." 

Another gameplay element, poten- 
tially more controversial, is the use of 
pre-scripted action events in a similar 
manner to Shenmue's Quick-Time 
Events. “| thought Shenmue was inter- 
esting, but 1 got bored, while in 
Shenmue 2 the player didn't have much 
control at all." Cecil explains. "Instead 
of just having to press a button to 


trigger an event, we will be offering 
players choices using the action 
events." The idea is that an icon map 
will appear, whether by pre-scripted 
actions or in proximity to an object the 
player can interact with. Using this 
System, a player will be able to give 
orders to their partner, use their inven- 
tory, or jump over a wall. "Instead of 
requiring a player to have the manual 
dexterity to press a button at the right 
time, we can empower them to use 
their minds,”Cecil says. 

As for the plot, he doesn't want to 
give much away at this early stage; 
The Sleeping Dragon isn't due to be 
released until late 2003. The game 
starts, however, with Stobbart crash- 
landing his plane in the Congo jungle 
after a sudden electrical storm. 

Meanwhile, in Paris, Collard is inves- 
tigating the mysterious death of a 
hacker who warned of great danger for 
the Earth. Cecil says: “Of course, 
George and Nico realize they are part of 
the same plot, which ultimately brings 
them together." Other locations include 
underground pyramids in Ethiopia, a 
gothic castle near Prague, and sleepy 
rural villages in England—all of which 
provide stunning backdrops and the 
perfect opportunity to put the impres- 
sive graphics engine through its paces. 
Jon Jordan 





XBN 067 > 


E) FEATURE 


PLAYER 1 


E) FEATURE 


PLAYER = 





As Microsoft prepares to announce its final plans for the Xbox Live 
online service, XBN presents the first in a two-part feature exploring what 
broadband has to offer. We ask 10 industry luminaries to discuss their vision of 

and reveal the five games 


that will launch the service this Fall. It all starts here... 


XBN 069 9 


E FEATURE 


By the time you read this, the E3 show will have come and gone, 

and Microsoft will have revealed to the world the specifics of one 

of its biggest gambles: Xbox Live, the broadband games service 
that promises to change the way you play forever. 

You will know how much it will cost (we’re guessing $29.95/month with 
connection, or $9.95/month if you connect through your existing broadband 
provider) and you will know the incentives Microsoft will put behind it (A free 
Xbox when you sign up for a year with its provider?) and the launch dates. 

If the gamble works, and it's a gamble that Sony is also taking with its 
PlayStation 2 network, then we could be on the cusp of another major turning 


Then: Sega's Yuji Naka is recognized the world over as a star video 
game producer and designer. often mentioned in the same breath as 
Nintendo's Shigeru Miyamoto. Creator of Sega's mascot, Sonic The 
Hedgehog, Naka is president of Sonic Team, the group behind the 
Sonic games, the classic Saturn title, Nights, as well as Phantasy 
Star Online, Chu-Chu Rocket and Samba de Amigo. 

Now: Naka is working on a follow up to the popular Phantasy Star 
Online (Phantasy Star Online Ver. 2) for Xbox and Gamecube. 


Then: Constantin is just 28 years old. He co-founded French studio 
Kirialys in1995, and contracted for the now-defunct BMG Interactive. 
before eventually finding his way to Ubi Soft, via middleware and 3D 
authoring tools deviopment and the somewhat flawed, but original, 
Conflict Zone for PC. Dreamcast, and PlayStation 2. 

Now: Project Manager on the multiplayer Rayman Arena for Xbox and 
Gamecube. 


Then: Founded Visual Concepts way back in 1988 and has since lead 
projects as diverse as the quirky Clay Fighter for Nintendo 64, the 
superb Madden '94 and, er, Tazmania. Thomas pioneered the online 
sports genre with highly rated NFL2K for Sega's underrated Dreamcast 
in 1999, and had since gone on to produce the excellent NFL2K2 

for the Xbox. 

Now: Overseeing the broadband enabled NFL2K3 and NBA2K3, and 
running what is fast becoming the premier US sports studio. 


Then: A professional game designer and frequent writer on issues of 
virtual world design, Koster was the lead designer on the million-selling 
Ultima Online. His essays and writings on online world design include 
influential pieces such as "Declaring the Rights of Avatars," "The Laws 
of Online World Design," and, er, "A Story About a Tree.” 

Now: Creative director at the Austin studio for SOE, heading up the 
design of the massively multiplayer Star Wars Galaxies. 


Then: Spector spent seven years at Origin Systems producing scads 
of addictive games including Underworld: The Stygian Abyss. 
Underworld 2: Labyrinth of Worlds, System Shock, Serpent Isle, 
Wings of Glory and many more. А brief stint with Looking Glass 
Technologies was followed by lon Storm, where he directed the 
development of the excellent Deus Ex. 

Now: As Studio Director of lon's Austin office, Spector is currently 
knee-deep in the development of Thief 3 and Deus Ex 2. 


$ 070 хвм 


point in the history of video gaming. But unlike such white elephants as virtual 
reality, everyone agrees broadband gaming is the future. It's just matter of time. 
The question is, are we ready for it now? 

Before we obsess over the specifics (that's Part 2), XBN has asked the 
industry, in the form of 10 veterans of game design—many of whom have 
worked on online games in the past—to give you its take on what broadband 
gaming will be like, not just in the near future, but years from now. Then on page 
75 we exclusively reveal the online components of perhaps the most-anticipated 
game since Bungie's Halo; Unreal Championship, as well as the four other 
games that Microsoft is counting on to take the Xbox live. 


Then: Molyneux invented the god-game with the release of Populous 
in 1988. He produced a number of innovative hits through his company, 
Bullfrog Productions including Theme Park, Syndicate and Dungeon 
Keeper. In 1997, Molyneux formed Lionhead Studios and released 
Black and White ісг PC. 

Now: Heading up the Lionhead "satellites" indy development program 
and working on Black and White Next Generation, B.C. and Project 
Ego (with satellite Big Blue Box). 


Then: Co-founded Bioware in 1995 with Greg Zeschuk; producer on 
Baldur's Gate, and Co-Executive Producer on Shattered Steel, 
МОК2, Tales of the Sword Coast, Baldur's Gate ІІ, 

Baldur's Gate Il: Throne of Bhaal. 

Now: Co-producer on forthcoming Dungeon's & Dragons massively 
multiplayer online RPG Neverwinter Nights; Co-producer on 
LucasArts’ Xbox Star Wars RPG, Knights of the Old Republic (see 
issue 2 of XBN). 


Then: Hall has occupied positions as lead programmer, lead designer, 
producer and studio director throughout his career. Despite his current 
PC focus, he has also worked on console platforms, including N64 and 
PlayStation. Previous titles include Star Crusader, Iron and Blood, 
Jetfighter Full-Burn, Bass Hunter 64, Ripper and Railroad Tycoon. 
Now: Senior Producer for massively multiplayer (and hugely poopular) 
RPG, Ultima Online Live. 


Then: Schmalz formed Digital Extremes in 1993. Since then he has 
supervised the generation of a number of titles, including the best- 
selling shareware game Epic Pinball and the niche-but-highly regarded 
Extreme Pinball. The Quake-beating Unreal arrived in 1998 and the 
multiplayer-focused follow-up Unreal Tournament stormed the PC 
charts in 1999. 

Now: Spearheading Unreal 2003 for PC, and the Xbox-only broadband 
killer-app, Unreal Championship (see page 76). 


Then: Zeschuk co-produced all of Bioware past projects (mostly for 
now-imploding publisher, Interplay Productions) from RPGs Baldur's 
Gate and Shattered Steel to the accomplished platform-shooter 
MDK2 and the recent hit Baldur's Gate И. 

Now; Co-executive producer for the massively multiplayer online title 
Neverwinter Nights and Star Wars: Knights of the Old Republic. He 
also bears an uncanny resemblance to Ewan McGregor's Obi-Wan in 
Episode 2. It's the beard. 





The shift from 2D to 3D afforded some 
major gameplay changes in video games. 
Do you believe broadband will do the 
same? Why?_ 


| Ray Muzyka: | think the potential is definitely there for broadband 
to really change how people play both multiplayer and single player 
games. This could occur in several different ways: first, with new 

` Streaming technologies like Steam or Streamtheory becoming 
available, end users might be able to download new content on 
demand. The market could be come much more “pull” oriented, 
rather than “push” driven. 


Greg Thomas: With the introduction of broadband, we will be able 
to do so much more than what was accomplished on narrowband— 
online leagues, franchises, and tournaments are just the tip of the 
iceberg. In my mind, online is the next revolution for sports games. 


Rick Hall: The predatory nature of the gaming industry makes every 
new technology into a new race... and the more significant the 

| technology, the bigger the prize at the end. Ultimately, | believe 
broadband will probably prove to be the sort of quantum leap that 
drives online gaming to the next level, much like 3D drove graphical 
advancements as you mentioned. 


Raph Koster: It probably won't have quite the impact that a major 
shift in presentation had. After all, it affects the player's experience, 
but not as much as what the player literally sees. If you look at what 
broadband gets you, it's basically room to shove down more data, 
and lower latency. 


James Schmalz: When you can count on a large majority (or all) of 
your customers having broadband access, as a developer, you can 
really start to explore some different gameplay scenarios. For the 
most part in the past, multiplayer has been only one part of the game, 
an "extra" feature. When games are focused toward multiplayer you 
get a much different gameplay experience. You can see that now in 
the dedicated multiplayer-only games such as Everquest. 


WHAT YOU'LL: SEE BETWEEN 
NOU AND THE END ОҒ 2002 
WILL BE ITERATIONS ON 

THEMES YOU'VE SEEN сєеєсток» 


What new gameplay elements can 
broadband help introduce that we 
haven't already seen?_ 


James Schmalz: Voice communication is a very exciting aspect of 
broadband that may very well be the gameplay leap everyone has 
been waiting for with the next-generation systems. And it’s 
unquestionable how much downloadable content will change the 
face of gaming and the industry. The possibilities really become 
endless when you think about it...new character skins, gameplay 
modis, entire levels of a game or possibly entire games themselves. 
Games will be fun, fresh, and new for much longer períods of time. 


LI 


29 times, which allows game developers to create games that utilize 


By 


E FEATURE 


Rick Hall: Broadband allows for a vast reduction in download 


| constantly growing content. For RPGs especially, this represents a 


" tremendous step forward. We can make games that have 


continuous storylines that adjust to the way the community plays. 
That's an enormous difference from the old way of doing things. 
We can add tremendous content to the characters, opponents, 
even the world itself. Broadband gives us the ability to be truly 
interactive with our storytelling and our game designs. 


Greg Thomas: One of the more exciting features in the future will be 
full online teams. Imagine the possibilities of composing an entire 
team online—my friend in Kansas will be my starting Running Back, 
my friend in Wisconsin will be my starting Wide Receiver and | will 
be in California starting as Quarterback. (Of course all of the other 
positions will be filled out by other friends and we will be able to play 
other teams of a similar nature). The possibilities are limitless. 


Raph Koster: | think we need to realize, though, that the Internet 
can only get so good, can only get so fast, at least for most people. 
Broadband is not a panacea. That said, there will be experiences we 
can't provide right now that we'll be able to. We'll be able to fit more 
people closer together, for example. More players in a single game. 
In the case of persistent online environments, we'll have the freedom 
to allow much greater modifiability of the environment things like 
building structures, changing the landscape, and so on. 


the end of 2002, what kind of 


online gaming experiences do you think 


we 


"11 be having? . 


ES 


Raph Koster What we're going to see by the end of the year is the 


Ч 4, beginnings of what | like to call the Great License Invasion. Industry- 
" д wide, we're seeing that online games are suddenly being made with 


major properties, and there's a bit of a gold rush there to stake out 
key properties. This is particularly true in the persistent world 
subscription arena, but we've been seeing it with Web-based games 
for the last year. This has the real potential to increase the audience 
for online worlds significantly. 


Warren Spector: If there's anyone out there working on anything 
more than prettier versions of what we already have, l'Il be a little 
Surprised. There are some folks working on interesting approaches 
to content delivery, all made possible by broadband, but in terms of 
gameplay? Don't expect a revolution any time soon. 


Rick Hall: It takes very large teams and some pretty sophisticated 
technology, not to mention a ridiculous amount of money. This 
means that it's not financially smart for most developers to dive into 
a new technology until they're sure it's got a deep enough market 
penetration to justify the expense and effort involved in the attempt 
to forge ahead into uncharted waters. | think what you'll see 
between now and the end of 2002 will be iterations on themes 
you've already seen. 


Greg Thomas: By the end of this year, | believe online will still be in 
its infancy. | don't believe there will be much more than what we 
offered on the Dreamcast this past year. 





EJ FEATURE 


Greg Thomas: | believe the biggest issue is the slowness in the 
penetration of broadband into homes. Broadband needs to be more 
accessible and adopted by more people. And once we have enough 


How do you see the broadband gaming 
experience developing through 
2003 and beyond? (Think big!)_ 


Ray Muzyka: It's quite possible that broadband content delivery 
| could become а significant—even the dominant—way for people to 
get new games at some point in the next 10 years. When exactly this 
will occur (if it occurs) is anyone's guess, but I think it will be subtle at 
first; for example, imagine sitting at home, wondering what is on 
television, when you realize that you can download the latest game or 
expansion pack to a game to your Xbox—broadband could help 
make games, like television, an on-demand form of entertainment. 


Yuji Naka: The broadband gaming experience will allow gamers to 
become more engaged to the games they play because they can be 
connected to the network all the time. The possibilities are endless. 


Greg Thomas: One of the things | see in the future (way beyond 
2003) is always being connected and the ability to always receive 
updates from the leagues, whether it is player trades, injuries, real- 
time stats, coaching changes, etc. Having these elements real time 
as they occur during the actual season will enhance our games to a 
new level. This will be complete sports immersion combining real life 
action with a video game experience. Sports gamers will love it. 


Rick Hall: If we could guarantee a much higher bandwidth—like 
broadband— we might be able to have hundreds or even thousands 
of characters acting independently in a small area. It would be 
possible to be able to participate as a single soldier in the Invasion 
of Normandy, or Caesar's Siege on Alesia, for instance. Instead of 
having a few dozen characters supported by a bunch of computer 
controlled NPCs, the true chaos of thousands of screaming maniacs 
running around in an epic battle might be achieved. 





ку К 5 j 2 EAE 
Rick Hall: Yes, but there are a couple of key differences between PC 
games and console games. Obviously, everyone will tell you that tne 
console controllers impose a limitation to taking games online. Thís 
is probably true, but an advantage consoles have is that they've 
waited before jumping online until broadband is more "mainstream." 
Thus, when developers finally do start making a large number of 
online games for the console, they won't be held back by having to 
deal with the legacy issues of narrowband. They'll go straight to 
broadband and never look back. 


© IMAGINE SITTING АТ 
HOME- WONDERING WHAT'S 
ON TELEVISION, WHEN YOU 
REALIZE THAT YOU CAN 
DOWNLOAD THE LATEST 
GAME OR EXPANSION PACK 
TO YOUR XBOX (muzyka 





connections in the homes, the next issue is getting them into the 
living rooms—and not just the home office where the PC resides. 


Warren Spector: I'm still not completely convinced the world is 
ready for online gaming at all. | mean, even the most successful 
onlíne games attract followings smaller than the most successful 
single-player games. The fans are loyal and they keep paying for 
months—even years. That makes online gaming profitable, certainly, 
but in terms of sheer numbers, l'm not sure online gaming is The 
Future, as a lot of folks seem to think it is. Having said that, 
broadband + console could be the thing that puts multiplayer online 
gaming over the top. Right now, though, | still think of online gaming 
as a very profitable niche, not a mass medium. 


Warren Spector: Entertainment tends to be a solitary thing for most 
people—if they want to engage in any multiperson diversions after a 
hard day at work or at school, it's probably a small group sporting 
event or a phone call with a friend. Most people don't rush home 
every night to get out the ol’ Monopoly set and gather half a dozen 
friends. So why do we expect millions of people to rush home and 
participate in a game with 10,000 strangers, many of whom seem 
most interested іп cursing and behaving badly? It's all vaguely 
mysterious to me. 


Rick Hall: I'd say the number one issue is the cost to us, the service 
provider. When we make an online game, we have to put together a 
pipeline that's enormous. Our largest cost now is bandwidth, and 
we're still only dealing with mostly narrowband customers and 
games that were designed to support them. If we were to switch to 
a broadband-only game (which we'd only do if we had a game 
design that truly required it) then obviously our bandwidth costs 
would skyrocket. Like it or not, we have to consider the business 
ramifications of everything we do. 


Raph Koster: The most obvious is adoption. You might get lots of 
folks adopting broadband, but that doesn't mean they'll go for 
broadband gaming per se. There's got to be a compelling reason to 
do it. The hardcore gamers, they're already there. The penetration 
rate of broadband among hardcore PC gamers is pretty large 
already, and growing steadily. But we know the size of that market, 
and it's not that big. So the question becomes, what's the 
compelling reason to do broadband gaming if you're the type of 
player who enjoys online bridge or Bejeweled? 





Peter Molyneux: To start off with, broadband is a very very tough 
design problem to crack. These are the problems you've got: Not 
only have you different aged people, different cultural peoples in 
different time zones, but they've all got different levels of ability. It's 
not like playing Quake in the office against someone you know, 
where you can decide not to play if they're really good. In design 


terms, how do you balance that out? How do those people who play 
occasionally get as rewarding an experience as the die-hard nuts? 
It's going to need to be subtle. It's going to need to be built into a 
game . can't be done on an arena, where | go and there's a 
"beginner's league", because nobody wants to play in a f cking 
beginner's league. It needs to be behind-the-scenes. Seamless. 


What challenges have you faced in 2002 
while designing broadband gaming 
experiences?_ 
| James Schmalz: If you have to take into consideration that you 
| must support a 14.4k modem, then you are a hell of a lot more 
) limited than if you can depend on ALL your users having a fast 
broadband connection. So, we are now a lot freer to explore 
options that take up more bandwidth. But we do still have to worry 
about bandwidth optimizations a great deal as well as latency. 
Those are the two major factors you need to keep in mind. 


Sylvain Constantin: The main problem is to design an online game 


a specific system without having a prior experience on this system, 
and without having any other games already running online. 
Technical specifications can change through development, so we 
have to anticipate, and be ready to quickly adapt our game to any 
change. And finally despite the broadband promises, it should be 
wise (required?) to be compatible with narrowband game systems. 


Raph Koster: In 2002 lm not designing a broadband-specific 
gaming experience. The large market that I’m designing for doesn't 
all have broadband, and therefore Рт not designing to that platform. 
If you are trying to reach more than the hardcore PC action gamers, 
you can't limit yourself to those with cable modems or DSL. 


BROADBAND UILL BRING US 
ONE STEP CLOSER TO THAT 
HOLY GRAIL KNOUN AS 
VIRTUAL REALITY cuatro 





We've had narrowband online gaming on the 
PC for some years пош. How will broadband 
be differenti in your opinion?_ 

л Біск Hall: Broadband will give us the ability to eventually allow 
EVERYTHING to be controlled by the players. It will allow them to 
communicate much more effectively through spoken word, 
customized avatars, and their own personalities. Broadband will 
bring us one step closer to that Holy Grail known as "Virtual Reality." 


James Schmalz: You can pass voice as well as more data. You can 
make more complex situations work whereas with narrowband you 
needed to keep things very simple. You could only have so many 
projectíles or so many people on the screen. One good example is 
that we can simulate vehicle physics realistically and smoothly in а 
network game. This is complex enough that it would be very difficult 
to do in narrowband. 


Peter Molyneux: We've always thought of games as something you 
download and that is it. With broadband there's this ability to change 
the game constantly. It's no longer a fixed game. This world or game 
that we've created can be a lot bigger than it is to begin with. 
Because we do design things to fit on a DVD at the moment- and 
that's very limited. When you've got broadband, suddenly that goes 
away, You've got an infinite amount of space and an infinite amount 
of content to push forward. It's going to be a totally new genre. 








E) FEATURE 


Greg Zeschuk: On platforms like the Xbox people will never be 
exposed to the pain of narrowband they're going to jump right to a 
nice, fat connection. Everyone is going to have a better experience 
as a result of this and the audience should grow very fast. Playing 
across a broadband connection when everything is working well is a 
totally flawless experience (provided the game is well-made)— 
players are going to love what they find online. 


Sylvain Constantin: The possibility to compete with six billion 
people! Not all games are designed for global competition, but I 
think online gaming as a "virtual" sport will become more and more 
popular. It's very exciting. My dream is that through online games, 
people could become professional players, solo or in teams 
(depending of the game) and earn their "lives" by playing. These 
virtual sports will become more and more popular (there are already 
TV shows in Korea for video games competitions), and | think that 
one day, Quake-like championship will become as popular as the 
“real world" soccer World Cup. 











Raph Koster: You're thinking in terms of releasing authorship, rather 
than expressing yourself. Online games are about other people, 
really, and the mechanics need to reflect that. This manifests itself in 
lots of ways, ranging from the “modding” community that has 
sprung up around first person shooter games, to the extremely 
undirected experiences that massively multiplayer games provide, 
where narratives are largely absent. This in particular is alien to a lot 
of game designers. 


James Schmalz: It's a totally different mindset. The biggest 
difference is that in a single player game you are the hero. You are 
the main character in the story. So scenarios can be predicted. In a 
multiplayer game everyone still wants to be the hero, or at the very 
least everyone wants to have the ability or chance to become the 
hero, making the gameplay possibilities endless and completely 
unpredictable. 


Greg Zeschuk: With online games your goal is to attract and then 
retain ап audience 一 you need to make датев with longevity that 
give players a reason to keep coming back. Online games require 
more content if they involve any aspect of exploration. If they involve 
a competitive mode it has to be better not only than all the games 
currently available, but all the games coming down the pipe. 


Rick Hall: With online games, we have to deal with the fact that 
some people use the anonymity provided by the Internet as 
justification to harass their fellow gamers. They go out of their way to 
destroy the experience of everyone around them. Dealíng with this 
from within the game's design is considerably more difficult than you 
might imagine, but it has to be done. A single troublesome player 
can drive away hundreds of subscribers. 


хам 073 》 


E) FEATURE 


Rick Hall: | think it would be incredibly fun to build a game where I 
could be a pilot on a starfighter, but part of a much larger military 
conflict. This kind of game is probably still a few years from being 
possible. Of course, broadband would help in being able to have 
hundreds of other fighters blasting away at each other, not to 
mention being able to talk during the battle to my other squadron 
members, and hear orders from a base commander somewhere. 
Imagine if there were huge capital ships flying around out there, and 
my job was to protect them, seek-and-destroy the enemy capital 
ships, and explore the universe. | guarantee you if someone makes a 
game like that, ІЛІ be the first one in line to buy a 
microphone/headset, joystick, foot pedals, and anything else | need 
in order to play. 


Warren Spector: Га like to be able to play with friends scattered all 
around the country and all around the world. I'd like sufficient tools 
to interact with them in ways that didn't feel forced or—a chat line 
with pretty pictures just doesn't cut it. Га like all of this in the context 
of a narrative that's rícher and more varied than the typical fantasy or 
Sci-fi scenario. | mean, killing monsters and goíng on random quests 
if all well and good but how about something more? Not too much 
to ask, is it? We're pretty close to providing that experience already. 


Yuji Naka: My ultimate online gaming experience would be a game 
that allows you to experience virtual senses through the network, not 
with television as a medium. You would not only be able to hear, 
see and feel, but also even taste and smell. 


, Ray Muzyka: PC MMORPGs - Star Wars Galaxies, Worlds of 


Warcraft, and Earth and Beyond, for example. There are many, 
many more MMORPGs in development now and we want all of - 
them to succeed but unfortunately the market is probably only large 
enough for a few of these to thrive at any one time. As well, it will 
be interesting to see games like Final Fantasy XI to see what console 
fans think of the MMORPG on the video game console. 


Greg Thomas: Halo 2 because Halo was so awesome and yet being 
online will make it that much better. Fever 2003 just to see if they are 
able to innovate much with online gameplay. 


Raph Koster: The Sims Online, certainly, in order to see what 


, acceptance a more social model of online world gets from the 


gaming market. It's going to be interesting to see what proportion of 
the extremely casual Sims audience chooses to pay a subscription 
fee, for example. And beyond that, the game is such an empowering 
platform that | am very curious to see what users make of it. | am 
likewise very curious about the work being done over at Linden Labs 
[lindenworld.com]. for similar reasons. 


I DON'T THINK THE NEXT 
GREAT GAME IS GOING TO 
BE BASED IN A FANTASY 
WORLD cnoryneux> 


What genre of video games has the most 
Sylvain Constantin: | think that some kind of global virtual world, potential with regards to broadband 
recreating a better clone of our world, and in which anything gaming? Uhy? 
possible in real life (and more...) would be possible, would be EL 


absolutely fantastic. 


Greg Thomas: The opportunity to have a unique playing experience 
every single time online with multiple players would be the ultimate 
challenge. Even more than just playing, we are managing the entire 
team, making all the decisions, playing all of the games and 
essentially having our “own NFL"-so to speak. We may even decide 
to change rules or other elements in the game to make it more fun. 
This would be an incredible gaming experience that would be so 
addicting to me. | don't think | would get any work done...| would 
play all day long. 


Greg Thomas: Definitely sports games because they are so much 
better online. Being able to play against millions of different people is 
Such a better experience than having to play against the computer. 
People do crazy, smart, stupid, exciting things that we just can not 
program into our АІ. This is why sports games online will be 
revolutionary. 


Warren Spector: If you buy my contention that online gaming is a 
(big) niche rather than a mass-market proposition, you have to look 
to the roleplaying games for the core audience. But, really, it seems 
like sports games offer immense possibilities that, as far as | know, 
have been dramatically underexploited, both creatively and from a 
business standpoint. (Again, if anyone out there is actively working 


on a league-based, individual-player-level, basketball game, and 
you're looking for testers, give me a holler.) 


What online games are you most looking 
forward to seeing: and why?_ 


л Rick Hall: Aside from the hope that someone will make my 


starfighter game, I'd also like to see someone make a persistent 
RTS. RTS games are lots of fun, but if someone were to create a 
^ system that allowed me to accumulate gains over time, that would 
add an extra dimension. 


Warren Spector: Star Wars Galaxies. | know the guys making it, 
know their ambitions and l've seen some of their stuff. And it's Star 
Wars, for crying out loud. | don't know if anyone's working on such a 
thing but an online basketball game where each onscreen player 
was played by an offscreen one, with league play and all... that 
would totally rock. | might lose myself in a game like that. 


Rick Hall: Atmosphere and immersiveness being the biggest 
benefactors to broadband, | think it makes sense that RPGs will be 
the big winners. They are highly dependent on realistic 
atmospheres, and would be the types of games that would benefit 
most from having large crowds in small places. 


Peter Molyneux: | don't think the next great game is going to be 
based in a fantasy world. | don't think it's going to be elves versus 
goblins in some space-future-freaky weird place. | think it will be set 
in a far more real and contemporary world. | think it will almost 
certainly be something to do with violence, in the first-person. 








If there's one thing that's 

been conspicuously 

lacking from the Xbox 
broadband story it's buzz; an 
unfortunate consequence of a tight- 
lipped, round-the-houses approach 
to public relations from Microsoft 
and a necessarily long gestation 
period for the network. 

By the time you read this, the E3 
show would have been and probably 
gone, and the Xbox broadband plans 
common knowledge, scattered to the 
four winds of the Internet. What's 
likely to headline the whole shooting 
match is- well, the whole shooting 
match that is Unreal Championship. 
Until now, details of the game have 
been in short supply. Now Digital 
Extremes founder and director James 
Schmalz speaks exclusively to XBN 


+... e 


about the game charged with making 
Xbox Live a global success. 


Xbox Nation: Please describe the 
online components of UC and how 
they work. 


James Schmalz: You will be able to 
quickly get into a multiplayer match 
with just a few button clicks. You will 
be able to communicate through your 
Communicator headset and talk to 
other players. You will also be able to 
download new content for the game 
such as new maps, new game types 
and new characters. These are 
probably the biggest online 
components of UC. 


XBN: How will we connect to the 
service? Will you have an “Xbox 





Live” button on the main menu of 
the game? 


Schmalz: It will be seamless for the 
user, other than simply selecting the 
multiplayer menu option. Once you go 
in there, you will be able to setup and 
configure your online character and 
then select the kinds of games you 
want to play. It will be incredibly easy 
to use. 


. XBN: What is your opinion of the 


Microsoft broadband strategy? 
What aspects of it make broadband 
gaming easy, and what aspects are 
challenging for you as developers? 


Schmalz: Their strategy is excellent 
and will deliver a fantastic online 
experience. The great thing for 


E) FEATURE 





gamers is that, other than doing a 
quick and easy configuration of your 
Xbox for getting it hooked up online, 
playing a game like UC will be 
incredibly simple for you. Just as 
easy as starting a single player game. 
We don't want people to abandon 
the online portion because it's too 
difficult to understand or takes too 
long to get online. Our goal and 
Microsoft's goal is to make it as easy 
and fun as possible. 


XBN: It was leaked in the United 
Kingdom that UC would have a fee 
for online play. Will you be charging 
for UC online? 


Schmalz: As far as we're concerned 


there isn't a subscription fee for 
Unreal Championship specifically. No 


XBN 075 9 





EI FEATURE 


The environments in Unreal Championship are varied and stunning in their realism. The game has 
been designed to harness many of the Xbox graphics chip's custom features, such as bump- 
mapping, specular highlighting, self-shadowing, and pixel shading. 


one involved on the publishing or 
development side (that is Infogrames, 
Digital Extremes or Epic Games) will 
be charging to play this game online. 
Microsoft has indicated there may be 
a service fee to subscribe to the Xbox 
Online service, but no fees specific to 
UC. But that said, there is a very 
strong single-player element to UC, so 
you can play the entire game without 
subscribing to the Xbox online service 
at all if you wish. 


XBN: Not that it really matters 
much, but is there a plot? 


Schmalz: In the future an alien race 
has enslaved humanity and several 
other alien races. Much like the 
ancient Roman gladiator battles, this 
overlord race forces the best humans 


076 хвм 


апа other enslaved races to compete 
in similar gladiator battles. Your goal is 
simple—to win and be the best. We 
have over 50 characters composed of 
six different species on six different 
worlds. We have a huge range of 
locations from a frozen tundra level to 
a molten lava level. 


XBN: How will the online game 
differ from the single-player 
experience? 


Schmalz: You will be able to select 
from a large variety of different game 
configurations. You can host your own 
game or join into any of the multitude 
of other games. We will have a 
ranking system so you can see how 
you rate against every other player. 
We have tons of different game types, 





Digital Extremes have worked hard to make the NPC ‘bots’ ‘as lifelike in their splaying style as 
possible. The end result should be that the 'single-player' experience is almost as good as the 
multiplayer online game (minus the fun of using the Xbox Communicator). 


and game mutators and game 
configurations. There is plenty of 
variety to play however you enjoy 
playing the most. 


XBN: Will you be able to play the 
single-player "story" over the 
network with 16 player 
co-operative play? 


Schmalz: The story is very secondary 
to the gameplay. The focus of our 
single-player game is to make it as 
enjoyable as the multiplayer and as 
similar as possible to the multiplayer 
element of the game. Our enemy Al or 
‘bots’ have evolved over the last six 
years to be what we think are the 
most human-like bots in any game. 
So, the main separation between 
single player and multiplayer is the 


fact you are playing against bots, but 
it is just as enjoyable at fighting real 
people. In fact, many people have 
commented on how difficult it is to tell 
the difference between the bots and a 
real human player. 


XBN: What kind of environments 
can we expect to see? 


Schmalz: We are trying hard to make 
each arena unique, interesting and as 
varied as possible. We have sprawling 
outdoor terrain levels and tight, 
confined one-on-one dungeon-style 
deathmatch levels. The key for us is 
variety. Several of the worlds we have 
created include a desert planet, ice 
planet, volcanic lava planet, and an 
alien-built artificial planet. 





Essential Purchase:_ 
XBOX COMMUNICATOR 


Free when you subscribe to Xbox Live, Microsoft's headset may leave you 
looking like a cross between Lance Bass and a Navy Seal (N' Sunk?) but the 
payoff will be worth it. You'll be able to speak to your teammates in Unreal 
and Ghost Recon, and shout abuse at your opponents in Whacked! Games 
will eventually support for voice recognition, allowing you to issue game 
commands to change weapons, check inventory, or use items. As an added 
incentive to sound silly as well as look it, the Communicator can also alter 
your voice in a variety of ways. Xbox Nation has heard the future, and it 
sounds like Greg Orlando doing Darth Vader... (Oh, wait, that didn't come out 


right at all). 





XBN: Is there one that's your 
particular favorite? 


Schmalz: Not really. | have no one 
specific favorite at the moment. All 
the levels are evolving over the 
weeks as they get refined and 
adjusted. | do love the ones that are 
so visually spectacular that they look 
like movie sets, such as a level 
called DM-Core. It looks as if you're 
running through the corridors of a 
set in one of the Alien movies. 


XBN: The graphics are particularly 
impressive. What in particular are 
you most proud of in this respect? 


Schmalz: | think probably the variety 
of locales. It would be easy enough 
for us to just make one style and 


| PEOPLE HAVE COMMENTED 
ON HOW DIFFICULT IT 
15 TO TELL THE 
DIFFERENCE BETWEEN 
THE BOTS AND A REAL 
HUMAN PLAYER 





(SCHMALZ) 





duplicate it 30 times, but we put a 
huge amount of effort into making 
each arena as unique and different 
as possible. Certainly we have some 
with similar themes, but within each 
of those we strive for a unique look. 
And the graphical power of the Xbox 
allows us to make scenes that are 
literally 100 times more complex 
than anything we've done before. 


XBN: What kind of support will you 
be providing to players online? 
Leagues? New missions? Easter- 
eggs? 


Schmalz: We will have ranking and 
stats. Certainly downloadable levels 
and other content. We would love to 
support Leagues and Tournaments! 





Features are still under wraps, but the Holy 
Grail of football game, according the Sega's 
Greg Thomas, is to make each team 
position human-controlled. 





Squad-based combat, in the for of Ghost 
Recon, should suffice until Halo 2 arrives 
some time next year. 





Microsoft is taking the usually staid mech 
genre into the realm of the arcade shooter 
with its amped-up Mech Assault. 





— _ «(72.5 2, 
There's a limit to how many ‘whacky’ games 
one console can sustain. Microsoft may 
have reached, and breached that limit with 
Whacked! 





E FEATURE 


NFL Fever 
Microsoft's own bid to steal the 
coveted Madden football crown 
goes online this fall in the shape of a 
new NFL Fever. There are no details 
yet, but you can count on Sega's 
NFL 2K series on Dreamcast being a 
big influence. Rumors persist, 
however, that fans of NFL 2K will 
have to wait, as Microsoft is keen to 
give its own game the home 
advantage by being the only football 
title offered on the Live network. 





Ghost Recon 
Red Storm's Tom Clancy tactical 
FPS is another surefire hit for the 
Xbox Live service. Widely regarded 
as one of the best games ever on 
PC, the Xbox version sports 10 
multiplayer maps in addition to its 
15 single-player missions, and 
supports up to 16 players. The 
game is also armed with enemy Al 
that had even the Halo team 
marvelling at the recent Game 
Developers Conference. 


Mech Assault 
Created by the minds behind 
another successful PC franchise, 
Mech Warrior, Assault replaces the 
sim elements with arcade shooter 
DNA. Players take control of fast, 
maneuverable "Mechs" from a third- 
person perspective and blast the 
nuts and bolts out of each other 
over destructible cityscapes. Mech 
Assault supports matchmaking, 
buddy lists, live chat, creepy voice 
augmentation and game swapping. 


Whacked! 
Some games were meant to be 
online, and none perhaps more so 
than the wacky Whacked! 
Microsoft's four-player frag-fest 
though something of a lame duck in 
single-player, will provide comic 
relief for the Xbox Live crowd over 
the network. No word yet on any 
special features, but this is fertile 
ground for expansion packs, new 
comedy-levels and downloadable 
characters and weapons. 


XBN 077 9 





premier event 
in the world of 






































XRAIED 


Smart Reviews 


HUNTER: THE RECHOnInG 


Blow off some steam. And some zombie heads. 


The most exciting aspect of 

video game development is 

the forging of virgin ground; 
crafting original gameplay pardigms, 
birthing new genres, and inspiring 
evolutionary approaches to the man- 
ner in which we interact with the 
images on our screen. 

Development is also, however, a 
forum in which to refine the art of killing 
the sh*t out of like six billion zombies, 
trampling their corpses, and staining 
your skin with their blackened blood. 
Enter Hunter: The Reckoning. 

From its gruesome opening moments 
to its savage final boss, Hunter is sheer, 
unadulterated, cathartic violence. It 
harkens back to the days when we'd 
spend entire days dropping quarters into 
the local Gauntlet coin-op machine, and 
entire nights beating Golden Axe six 
times over on our Sega Genesis. It un- 
abashedly foregoes trivial details such as 
"a coherent story" and "varied forms of 
gameplay” in favor of turning lots of 
undead zombies into lots of dead un- 
dead zombies with the help of your trusty 
boomstick. And it does so with the sort 
of graceful control and visual panache 
that we haven't seen since the 16-bit era. 

What makes Hunter so compelling is 
the tactile simplicity of its hack ’n’ slash 
(n' shoot) gameplay. Puzzles are few and 
far between, and those that do crop up 
are mostly of the "find a key/use it to 
open a door" variety. What the game 
boils down to is a series of unreasonably 
lopsided battles between you and end- 
less hordes of bloodthirsty monsters. The 
1 à FREE variety of moves (and the bounty of ene- 
Enjoy the pain? Crave the violence? You mies upon which to employ them) 
need some Hunter, we reckon. provides the game's depth; cutting a 
zombie's arms and head off with a 
machete, and then blowing a shotgun 
hole directly through its armless/headless 
corpse while cartwheeling out of its path 
never grows tiresome. Freedom of move- 
ment is another key; characters are able 
to move and fire in independent direc- 
tions using the dual analog sticks, á la 
Smash TV. Quite simply, this is a more 
organic approach to the genre than con- 
strained turn/shoot/turn/shoot monotony. 

While it's not pushing any technical 
boundaries, Hunter was designed for the 
Xbox hardware—and it shows. Character 
models are sharp and defined, impres- 
sive environmental effects permeate the 
well-drawn locales, and dozens of ene- 
mies simultaneously fill the screen 
without slowdown. The context-sensitive 





$ 080 XBN 





ШЕ Police Cops Homer Simpson and Lance Kaufman star in their most gory adventure to date. And 
boy, will the chief's face be red after his skin's been pulled off... 


Despite its rough edges, Hunter: The 
Reckoning is an early contender 
for dark horse of the year ... 


music elegantly swells from provocative 
ambient soundscapes to cinematic 
crescendos, and enemies are both varied 
and suitably nasty. Aesthetically, Hunter 
Succeeds on nearly every level. 

Often, however, the game's conces- 
Sions to realism feel random and 
contrived. Small touches are nice (like 
animations for your character sheathing 
his sword, then reaching back and 
pulling out a shotgun), but preventing the 
player from accessing certain areas via 
"invisible walls" is lamer than jock itch. 
Multiplayer mode presents its share of 
problems as well; the difficulties inherent 


in a fully 3D camera quickly become 
apparent, and you'll find yourself doing 
the running man up against the edge of 
the screen quite regularly. 

But these are minor flaws. Despite its 
rough edges, Hunter is an early con- 
tender for dark horse of the year. Its 
difficulty curve progresses gracefully, its 
atmosphere is immersive, and its visceral 
punch is straight to the gut. 

Evan Shamoon 


> Eight out of Ten 


XRATED 


Smart Reviews 


Dev : Digital Mayhem 
Pub : Interplay 

Players : 1-4 

Gimme Gimme : Violence 
Release Date : Out Now 





Ш The collection and conservation of magic adds another element to Hunter's simple gameplay 
dynamic. It also shows off the game's real-time light sourcing to stunning effect. 









Sir Diesalot 


Like The Who said, "It's very, very, very, very hard." The game, that is. 
One thing about Hunter: The 
Reckoning you may not be prepared 
for is that it's hard...very hard. 
Fortunately, this difficulty does not 
stem from troublesome controls or a 
seizure-prone camera. Rather, it's the 
BILLIONS UPON BILLIONS OF ZOM- 
BIES TRYING TO KILL YOU AT 
EVERY TURN. Enemies are so 
numerous and powerful that every 
single lost life counts, which means 
lots of restarting from earlier save 
points in order to win. Death be not 
proud in Hunter, but all too common. 





₪ ProTip: Resist the temptation to "negotiate" 
with the zombies. Instead, slay them. 


XBN 081 》 





With great power comes the great responsibility to punch robots in their stupid robot faces 
whenever possible. Here, Spider-Man punches robots in their stupid robot faces. 





Now you may be asking yourself, 
*Just what the heck is Spider-Man 
swinging from?" Well, to be honest, 
he seems to be swinging from the sky. 
It's okay though, because it's just a 
video game based upon a comic 
character who is, in fact, not real. Just 
keep swinging, kid, and try not to look 
downward. Or let go ... 


Excelsior! Translated from 

the Latin, the word means 

"still higher," and has 
become the catch phrase for what's 
now accepted as the Mighty Marvel 
Universe. It's also the philosophy 
driving Activision and its develop- 
ment arm Treyarch to create bigger 
and better games featuring supermen 
in super-tight longjohns. 

On a spider's web the 3D adventure 
Spider-Man soars still higher. It's the 
most ambitious Spider-Man game to 
date, taking the wall-crawler across 
gorgeous New York skylines, and pit- 
ting him against a collection of 
black-hearted knaves straight from the 
comic books. As with any heroic tale, 
there's some stumbling along the way 
as well as a few reversals that serve to 
gum the engine—but in the end Spider- 
Man, as rendered by Treyarch, really 
does whatever a spider can. And that's 
a quite a feat. 

Spider-Man uses the plot of the 
Spider-Man movie as its launching pad. 
Players take the role of hero Peter 
Parker as he dons the tights to become 
Spider-Man and attempts to squash the 
villainy of the Green Goblin; the story is 
fleshed out by the addition of such cos- 


Spider-Man, as rendered by Treyarch, 
really does whatever a spider 
can. And that's quite a feat. 


$ 082 XBN 





You'll believe a man can Пу--ог at least soar across the New York City skyline оп a few strands of 
faux spider's web. 


tumed cruds as Kraven the Hunter, the 
Vulture, the Shocker, and the Scorpion. 
Actors Tobey Maguire and Willem Dafoe 
provide the voices for Spider-Man and 
the Goblin, respectively, and Bruce 
Campbell (he of Evil Dead fame) pitches 
in as the game's smarmy narrator. 

With all of Spider-Man's powers 
intact, players are afforded a great deal 
of freedom as to how to tackle most of 
the game's missions. Old web-head can 
crawl on walls, creep across ceilings, 
and take a flying leap off a building, 
plummeting for a bit before firing off a 
web line to swing on. Spider-Man can 
also use his tremendous agility to per- 
form special kick-and-punch 
combinations on hapless enemies, or 
paralyze foes by wrapping them up in 
webbing. While attached to a ceiling, 
our hero can drop directly onto an 


enemy's head and administer a bit of 
strict justice while the stricken sap 
dashes about in a panic. 

A brand-new feature allows Spider- 
Man to fight while web-swinging, and 
the levels featuring Spidey duking it out 
with the Vulture and the Green Goblin 
are simply superb. A lock-on feature, 
which is equal parts curse and cure-all, 
allows players to select an airborne 
enemy at will; once chosen, the camera 
shifts to (hopefully) show both Spider- 
Man and his prey. Though it's initially 
hard to determine what's going on 
during the game's aerial fights, the 
stunning vistas and jackhammer adren- 
aline rushes elicited by these scenes 
more than make up for any deficiencies. 

A temperamental camera flips and 
jumps with great frequency, and helps 
to sink some of the game's indoor- 


based levels. Simply, the camera is not 
very good at choosing where to go 
when Spider-Man attaches himself to a 
wall or ceiling and this, coupled with a 
rather unforgiving difficulty level, turns 
frantic moments into frustrating, punch- 
the-wall extravaganzas. While storming 
a rickety bell tower that the Vulture's 
claimed as his hideout, players will be 
treated to a stomach-turning series of 
camera jerks; as the Vulture hurls end- 
less waves of grenades and Spider-Man 
is mercilessly pursued by various explo- 
sive devices, the camera itself functions 
as a de facto enemy—and possibly the 
deadliest one of all. 

Greg Orlando 


=) Seven out of Te 


Е Fun Fact: Spider-Man once had his own "Spider-Mobile." The writer who thought that gem up went 
on to be ridiculed by his peers and later died in a puddle of his own bitter tears. 


XRATED 


Smart Reviews 


Dev : Treyarch 

Pub : Activision 

Players : 1 

Web: Entangled 
Release Date : Out Now 






Once, when Marvel Comics let chim- 
panzees write its comics, Spider-Man 
met his clone. Readers wondered 
"Could things get any more stupid?" 
The answer was yes, and Marvel 
dragged "The Clone Saga" out for 
years until readers forced the restora- 
tion of the one, true Spider-Man. Now 
let us never speak of this again. 


XBN 083 > 


XRATED 


Smart Reviews 


WORLD SERIES BRSEBRLL 


Sports Illustrated reporter Jeff Pearlman finds tao in the Yankee Stadium bleachers 








₪ There would be joy іп Mudville if the 
Mudville Nine were included in World 
Series Baseball. 


$ 084 XBN 


In my five-plus years as a 
baseball writer, | have 
covered, oh, 20 or so games 


at Tropicana Field, home of the putrid 


Tampa Bay Devil Rays. With its 
greenish-gray backdrop and 
half-empty stands, Florida's largest 
dome is, in a word, horrific. Some 
call the stadium baseball's largest 
tuna fish can. | call it unregulated 
indoor crap. To watch the Rays in 
Tampa is to induce oneself into a 
Legends Of The Fall-sized coma. 

This, alas, is my number one reason 
World Series Baseball is the best sports 
video game of all time. Despite its 
kickin’ graphics, vast pitch selections, 
and endless buffet of batting stances, 
| still got bored playing at the (virtual) 
Trop. It is a sucky building in real life, 
and in the gaming world it bites even 
more. Bravo. 

If realism is the ultimate goal of the 
game maker, then World Series 
Baseball is the Mona Lisa of games. In 
the sixth inning of a Rangers-Reds con- 
test, a bird flies above second base. 
Not for any real reason—just because 
birds tend to do such things. Nestled 
behind the outfield wall of Comerica 
Park are the buildings of downtown 
Detroit (stumbling crackheads not 
included). As he waits for the pitch to 
arrive, Padres outfielder Ray Lankford’s 
knee twitches and his bat twirls. At the 
plate, Boston’s Jason Varitek wears a 
shin protector on his right leg. San 
Francisco righthander Livan Hernandez 
throws a nasty sinker that eats 
righthanded hitters up, Detroit 
righthander Steve Sparks’ knuckleball 
is as unpredictable as a WWF Storyline, 
and Pedro Martinez’ fastball shakes 
and jumps like Emmanuel Lewis after 
three beers. It is, at 97 mph, unhittable. 

Best of all, the game plays beautiful- 
ly and with conviction. Roger Cedeno 
gets good jumps and steals bases with 
relative ease. Jason Giambi does not. 
Roger Clemens’ fastball hums at 95 
mph with pinpoint accuracy. Brian 
Mohler is a bum. Righthanded hitters 
fare better off lefthanded pitches (and 
vice versa). Stick Orioles catcher Brook 
Fordyce behind the plate and he's rock 
solid. Move him to shortstop, and the 
Es never stop. 

| was happy to find that World 
Series Baseball hardly requires a 
Master’s Degree in Hand-Held 
Controller Robotics. Everything is very 


Ja. Giambi 





№ Here's an interesting picture: Pedro Martinez was the spokesman for the lame World Series Baseball 
2K1 and World Series Baseball 2K2. Jason Giambi is the spokesman for World Series Baseball. 


If realism is the ultimate goal of the 
game maker, then World Series 
Baseball is the Mona Lisa of games. 


simple and clean, and with the click of 
the "Start" button—lest one forgets— 
there's an on-screen diagram 
explaining which button does what. 
Indeed, despite our limited IQs, after 
no more than 10 minutes of goofing 
around my wife and І found ourselves 
locked in one of those epic clashes 
you'll be reading about 50 years from 
now. | was the Royals. She was the 
Cubs. The stadium was the 
Metrodome. The final score: 12-3. She, 
uh, won. 

Complaints? Only a couple. There is 
a team of Hall of Famers who look 


nothing like Hall of Famers (unless Yogi 
Berra was once tall, with Clark Gable 
features). A pitcher can plunk 856 
batters in a row and receive nary a 
warning. The instant replays are 
ridiculously awkward. And Florida 
rightfielder Kevin Millar is nowhere to 
be found. 

But fret not. World Series Baseball 
kicks ass. Just stay away from domes. 
Jeff Pearlman 


=) | Nine out 


XRATED 


Smart Reviews 


Dev: Blue Shift/Visual Concepts 
Pub: Sega 

Players: 1-2 

World: Serious 

Release Date: Out Now 


Ichiro RF 
AVG: .350 HR: 8 RBI: 69 








As a New Yorker, | have visited 
crumbling Shea Stadium more than 
100 times, and—except for the 
ubiquitougierazy drunk guy in Section 
С, Row 206 gating a hot dog and 
bragging about the day he said hello 
to Junior Ortiz —World Series 
Baseball's Shea is an exact replica. 
The scoreboard. The skyline. The big 


№ The screens tell the story: Sega has made up for its past two years of baseball mediocrity with red apple behind the rightfield wall. 
what may be the finest baseball game we've ever played. Bravo. Even the dimensions. Perfect. 


“Y Help 









271177 






XBN 085 》 


BLOOD OMEN ІІ 





Things got messy after Kain decided to forego the collection human souls, instead taking advan- 
tage of “All-you-can-eat Shrimp Mania” at Red Lobster. 





As Kain hunts down and slays fellow 
vampires, he rudely slurps away their 
special abilities, known as Dark Gifts. 
Sadly, most of these powers, such as 
Telekinesis, are merely superficial; 
assuming the form of Mist, Mind 
Control, and Immolation actually just 
help our once-proud King of the 


Undead flip switches or push crates. 


$ 086 XBN 


The original Blood Omen: 

Legacy of Kain was atmos- 

pheric and neatly crafted, 
getting by as much on style as sub- 
stance. It was, arguably, the most 
interesting 2D game the PlayStation 
ever offered. The years since have 
seen the Soul Reaver spin-offs, but 
Blood Omen 2 brings the vampire 
hero Kain himself into the three- 
dimensional 215t century. It's a safe 
bet that if you enjoyed the previous 
games you'll like this one too. Others 
may need a little convincing. 

Taking place 200 years after Blood 
Omen, Omen 2 finds Kain waking up 
from a vampire coma. The powerful 
Sarafan Lord has stolen Kain's empire 
and his fabled sword, the Soul Reaver, 
and vampires are being systematically 
hunted down by the Sarafan's minions. 
However, a small rebel group has 
revived Kain in an effort to fight back— 
and Kain, of course, has his sights set 
on ruling the world again. 

Gameplay is a mix of beat-‘em-up 
action and puzzle solving, and the 
graphics are a cut above average — 
much better than in the PlayStation 2 
version, at any rate. It's generally atmos- 
pheric, with nicely varied level designs 
and a few gory surprises. It looks, in 
fact, almost exactly like the original ren- 
dered in 3D; even Kain's trademark 
"projectile blood suck," which enables 
him to drain victims from a surprising 





Above, bottom: Kain's early attempts to build 
a notepad holder in wood shop went horribly 
awry and many were killed. 


distance, has been retained. Overall, 
however, it must be said that the game 
is good looking without really being any- 
thing spectacular. 

The control is fairly crisp and respon- 
sive; in combat each different weapon 
Kain picks up has a different set of 
attack moves, and blocks actually fol- 
low the strikes of each combo. This 
doesn't exactly keep the fighting from 
getting repetitive, but that's been a 
problem with every beat-'em-up since 
Double Dragon, so you can't really find 
much fault there. 

Over the course of the game Kain 
earns a number of Dark Gifts, from 
blending into the mists to setting oppo- 
nents on fire with his mind. These 
powers are (mostly) pretty cool, but 





Obscure reference number one: "Not the 
craw! The craw!" 


BO2 is not big on exploration. The lev- 
els are completely linear, and every 
puzzle has exactly one way to solve it— 
to the point where, on occasion, a Dark 
Gift simply won't work if it's not the one 
you're supposed to use. Still, this also 
means it's impossible to get lost, and in 
general it's just challenging enough to 
keep you interested without becoming 
frustrating. In fact, the only real problem 
with the design is that continue points 
are either placed pointlessly close 
together or maddeningly far apart—a 
small knock, but a significant one. 
However, as with the original, BO2 


[Omen 2] is generally atmos- 
pheric, with nicely varied level 
designs and a few gory surprises ... 





gets by as much on style as it does оп 
substance. The storyline rambles a bit, 
but takes a lot of twists and turns, and 
the characters are engaging. The dia- 
logue is, admittedly, rife with clichés, 
and at one or two points it's just shy of 
eye-rolling. On the upside, the voice 
acting is uniformly excellent, and so in 
spite of the dialogue you buy into it any- 
way 一 although Kain's “Flaye Victus!" 
battle cry is conspicuously missing. 
Blood Omen 2 is definitely not for the 
squeamish, but if you're looking for a 
cold, ruthless, and literally bloodthirsty 
antihero to keep you occupied for 15-20 
hours, Kain definitely fits the bill. 
Jeff Lundrigan 


e) Seven 











XRATED 


Smart Reviews 


Dev : Eidos 

Pub : Crystal Dynamics 
Players : 1 

Bloody: Goodness 
Release Date : Out Now 





Ш Thanks to great textures and nice architecture, many of Kain’s environments look superb. Тһе 
animation system, however, could use a bit of polish. 





One really odd thing about Blood Omen 2 is that the boss battles 
are sort of inversely difficult. Faustus, the first boss, arguably takes 
the longest to beat—not because he's especially tough, but 
because you have to use puzzle solving as well as combat skills (or 
simply find ways of using combat skills differently than you would 
with lesser minions). 

In fact, each boss battle is divided up into three stages, and after 
a time you simply get used to looking for ways to use Kain's Dark 
Gifts while dodging the boss' attacks, until by the end, the final 
boss is actually a bit of a snap. This isn't a good or bad thing, 
incidentally—just odd. 


XBN 087 9 


XRATED 


Smart Reviews 


RALLISPORT CHALLENGE 


My other Rally game’s a Sega 


If Rallisport Challenge found 
| itself in the unlikely position 

of sharing an arcade with 
Sega Rally, it would probably cough 
up just a few coins at days end, while 
Sega's mud-covered classic gently 
tipped to one side, eventually spilling 
quarters all over the floor like a fresh 
haul of shrimp. And then the shrimp 
would play Sega Rally too. 

It's not the most glowing introduc- 
tion, but then Rallisport Challenge 
doesn't give you one either. With a nod 
to real-world rallying, RC has you driv- 
ing solo on long tracks in Hill Climb and 
traditional Rally modes, competing 
against your opponent's time rather 
than his car. It's uninspiring at first, but 
eventually you begin reading the little 
gauge in the top left of your screen. It 
splits the course up into blocks and 
matter-of-factly turns them red or green 
as you pass checkpoints, indicating 
whether you exceeded or fell short of 
your opponent's "ghost" time. The ten- 
Sion mounts when you're three blocks 
into a course, they're all red, and you 
have just three to go—you'd better not 
James Dean that next bend. Out of 
nowhere, what seemed like a passion- 
less toil becomes a red-hot race—and 
what seemed like just another average 
rally game grows wings and takes off. 

There's more traditional head-to- 
head racing too, in the Rallycross and 
Ice Racing championships (and multi- 
player split-screen if you're in the 
mood), and the cleverly programmed Al 
cars are always just tough enough to 
give you a decent workout. 

If Rallisport fails on any level at all, 
it's the personality test. Overly long and 
unimaginative tracks punctuate the 
wide selection of courses and it's 
impossible to know them all well 
enough to become fond of their 
individual traits. 

It's all right, though, because even if 
you can't remember every bend and 
jump in every course, you'll be happy 
enough just staring—shrimp-like—out 
of the window as you pass. Rallisport 


Out of nowhere, what seems like a 
passionless toil becomes a 
red-hot race ... 





Digital Illusion’s graphics engine 
renders sunsets as if it were designed 
for that particular purpose. Watching 
the replays is like being stuck in a 
Nissan ad. 


« 088 хвм 


comes within a hairsbreadth of photore- 
alism, and on your first go round on the 
Mediterranean tracks you'll throw a 
couple of races by pulling over on the 
edge of a mountain pass to stare at the 
Kodak-moment sunsets. 

Digital Illusion's mix of arcade power- 
slide-physics and realistic courses 
means that it will take more than a few 
races before you warm to its many 
charms. What begins as an object 
lesson in patience pays progressively 
bigger dividends as you conquer each 
championship—not just with new cars 





№ There's no such car as a Peugeot in this 
country. It means "plump cat" in Europe. 


Dev : Digital Illusions 
Pub : Microsoft 

Players : 1-4 

Bump: mapping 
Release Date : Out Now 





(though there are enough) and tracks 
(there are 45 of them), but with some- 
thing far better: pride. It comes from 
building a career in the game over many 
days and nights where the races get 
tougher and the margin for error shrinks 
to nothing before eventually demanding 
a next-level commitment that you have 
to dig deep to supply. 

Simon Cox 


= | Eight out of Ten 








№ Reflections, wheels that are actually round, 
and beautiful skies. Ahhh, yes. 


rm 


Chairman and Chief Executive Officer 
Robert F. Callahan 
COO and CFO Bart W. Catalane 
Senior Exec. VP, Publishing Operations Tom McGrade 
Executive VP Peter Longo 
Executive Vice President Stephen D. Moylan 
Exec. VP and Editorial Director Michael J. Miller 
Senior Vice President (Circulation) Charles Mast 
Senior Vice President (Game Group) Dale Strang 


Ziff Davis Media Inc. 


Vice Presidents 
Ken Beach (Corporate Sales) 
John Dodge (News) 

G. Barry Golson (Editor-in-Chief, Yahoo! Internet Life) 
Kim Hoover (Chief Information Officer) 
Charles Lee (Integrated Solutions) (Custom Media) 
Aimee D. Levine (Corporate Communications) 
Eric Lundquist (Editor-in-Chief, eWEEK) 

Bill Machrone (Technology) 

David Mullen (Controller) 

Michael Perkowski (Ziff Davis Market Experts) 
Beth Repeta (Human Resources) 

Tonia E. Ries (Marketing) 

Carolyn Schurr Levin (General Counsel) 
Sloan Seymour (Publishing Director, Baseline) 
Tom Steinert-Threlkeld (Editor-in-Chief, Baseline) 
Stephen Sutton (Internet Audience Development) 
Stephen Veith (Publisher, CIO Insight) 
Jason Young (Internet Advertising Sales) 


Exec. VP and GM, eTesting Labs Mark Van Name 
CTO (Internet Operations) Alan Bourassa 


Senior Director, Manufacturing, Carlos Lugo 
Director, International Christin Lawson 


Contact anyone on this masthead via e-mail 
using first name last name@ziffdavis.com 


AD INDEX 


Acclaim Entertainment 13, 23, 29, 32-33 


Electronic Arts 78, 110-111 
Infogrames 4-5 
LucasArts 112 
Majesco Sales Inc. 21 

Midway Home Entertainment 9 

Sega of America 25 


Vivendi Universal Games Inc. 2-3 
Vivendi Universal Games Inc. 27 
Vivendi Universal Games Inc. 19, 50a-50h 





Editor in Chief 
Art Director 
Executive Editor 
Managing Editor 
Designer 


Contributors 


Illustrations 
Photography 
Editorial Intern 


Art Intern 

Manufacturing Director 

Senior Production Manager 
Pre Media Manager 

Assistant Production Manager 
Project Leader 

Customer Support Analyst 
Vice President/Game Group 
Business Director 

Circulation Director 
Circulation Director 

Senior Newsstand Sales Manager 


Group Publisher 


Group Associate Publisher 


Regional Sales Manager/East Coast Territory 
District Sales Representative/East Coast Territory 
Account Executive/East Coast Territory 

Regional Sales Manager/NW & Bay Area 
Account Executive/NW & Bay Area 

Regional Sales Manager/Southwest Territory 
Senior Account Executive/Southwest Territory 
Regional Sales Manager/TX, WA, SF Territory 


Regional Sales Manager/TX, WA, SF Territory 


Senior Marketing Manager & Creative Director 
Marketing Coordinator 
Advertising Coordinator 


Sales Assistant 
Sales Assistant 


Simon Cox 
David Ziganay 
Evan Shamoon 
Greg Orlando 
Julie Munsayac 


Owain Bennallack, Jason Brookes, Che Chou, 
Nate Denver, Dan DiGiacomo, Mike Fasolo, 
Jon Jordan, Jake Kazdal, Justin Keeling, 
James Mielke, Wil O'Neal, Jeff Pearlman, 
Matt Sammons, Shawn Smith, Rus Wooton 


Andre Sibayan 
Carlo Bacor, Annie Liscomb 
Jeremy Sarmiento 


Alex Katzen 


Carlos Lugo 

Anne Marie Miguel 
Steve Riemers 
Teresa Newson 
Mark LeFebvre 
Peter Felonk 


Dale Strang 
Cathy Bendoff 
Joan Mclnerney 
Shirley Viel 

Don Galen 


Lee Uniacke 

415-357-4910 - lee uniackeGziffdavis.com 
Suzanne Reider 

415-357-4915 - suzie@ziffdavis.com 


Marc Callison 

630-382-9034 - marc_callison@ziffdavis.com 
Tallie Fishburne 

617-354-0284 - tallie_fishburne@ziffdavis.com 
Emily Olman 

415-357-5226 - emily_olman@ziffdavis.com 
lan Sinclair 

415-357-4925 - ian_sinclair@ziffdavis.com 
Mary Gray 

415-547-8782 - mary_gray@ziffdavis.com 
Karen Landon 

760-942-6277 - karen_landon@ziffdavis.com 
Linda Philapil 

415-547-8781 - linda_philapil@ziffdavis.com 
Marci Yamaguchi 

415-357-4944 - marciy@ziffdavis.com 
Meighan O'Rourke 

415-357-4920 - meighan_orourke@ziffdavis.com 


Rey Ledda 

415-547-8775 - rey_ledda@ziffdavis.com 
Wayne Shiu 

415-547-8248 - wayne_shiu@ziffdavis.com 
Tipler Ubbelohde 

415-357-4930 - tipler_ubbelohde@ziffdavis.com 
Kristeen Laut 

CJ Amit 


Advertising Inquiries Contact: 
Game Group 
50 Beale, 12th floor, San Francisco, CA 94105 
Telephone: 415-547-8783 


XBN 089 》 


XRATED 


Smart Reviews 


ALL-STAR BASEBALL 2003 


All-Star Baseball has one thing 

going for it, but that one thing is 
golden: You can seriously maim peo- 
ple. In three innings against the 
Cleveland Indians, | hit 15 players in 
the head with 95-mph fastballs. Nine 
suffered broken ribs (admittedly, an 
odd reaction to a ball in the noggin). 
The other six just limped over to first. 
Four pitchers were ejected. Now 
that’s catharsis. 

That Acclaim has produced some of 
the best sports software on the market 
makes one wonder what yutz approved 
ASB, what with its choppy movements, 
mediocre graphics, and limited control 
options. You can play in a multitude of 
stadiums, but unlike the best games on 
the market (World Series Baseball is a 
prime example), none of the arenas here 
have character. Yankee Stadium might 
be the House That Ruth Built, but to 
ASB it’s just backdrop. It affects game- 
play not one iota. 

ASB lacks the simple things that 
make great baseball games, well, great. 
Except for the three-second span when 
hitters approach the plate and we are 
granted a close-up, all of the action is 


ACTION T 
REPLAY 





₪ Here's a strange and unusual happening: 
А New York Met pitcher throws a meatball 
that's knocked out of the stratosphere. 


ESPN NBA 2NIGHT 


Over the years, basketball 
games have proven to be a lot 

like first dates: usually fun, but 
rarely—if ever—ultimately satisfying. 
Konami's most recent hoops attempt 
is certainly competent; but on a plat- 
form which lays claim to three of the 
finest polygonal renditions of the 
sport ever created, there is simply 
nor room for mere competence. 

From the initial loading screen to the 
end-game celebrations, ESPN NBA 
2Night is rough around the edges. 
Navigating through the various menus is 
a headache-inducing endeavor, and in- 
game graphical bells and whistles are 
kept to a minimum. Player models are 
inconsistent at best; low-resolution tex- 
tures and sloppy construction make for 
unconvincing close-ups. Animation is 
spotty as well, with altogether too many 
awkward movements and jerky colli- 
sions. Rebounding is not realized very 
well, and the passing game is flawed. 

That said, there are certain areas in 
which 2Night excels. Mid-move transi- 
tions, in particular, are executed with 
surprising grace and fluidity, and the 
"fake" button allows for some subtle 





B The standard jump shot animations in 
2Night are perhaps the best the genre has 
ever seen. We're not very big fans of see- 
ing them when we go up for a layup or 
dunk three feet from the basket, however... 


$ 090 XBN 


miles away. The fans are a blur. The 
players seem to have emerged straight 
out of the Atari 2600. There is no mini- 
box in the corner to show where 
runners are located. There is no dia- 
gram pertaining to a hitter's hot and 
cold spots. Although Randy Johnson 
owns four Cy Young awards and Dave 





hesitation and ill-nasty breaks. The ball 
has a nice weight to it, and netting a 
triple feels (and looks) quite accurate. 
Playing this game is not unenjoyable. 
Stuart Scott provides mildly enter- 
taining commentary and it's got all the 
requisite play modes but, at the end of 
the day, 2Night simply falls a bit flat. It's 


Dev : Acclaim VR hotdogs : VR gas 
Pub : Acclaim Release : Out Now 
Players : 1-2 





Burba is a perennial punching bag, in 
ASB their pitch velocity and movement 
is identical. How did that happen? 

Jeff Pearlman 


ep Four 








Dev : Konami Close but: No cigar 
Pub : Konami Release : Out Now 
Players : 1-4 





a huge leap past the original Dreamcast 
version, but this simply can't compete 
with the true ballers. 

Evan Shamoon 


e) Five 








SPY HUNTER 


Dev : Point of View Pub : Midway Players : 1-2 Spies: Don't Like Us Release Date : Out Now 


For those old enough to 
remember when Must-See TV 

consisted of The Cosby Show and 
Family Ties, the original Spy Hunter 
represents a pinnacle of arcade 
gaming. 

The new Spy Hunter—a PlayStation 
2 port—doesn't really represent a 
pinnacle of anything, but it does feature 
a remake of the Peter Gunn theme by 
nu-metal outfit Saliva, who contributed 
the puzzling chorus "Come on and let 
the Hunt be the Hunted/Get in my way 
and I'll be blowing up something." 

Sadly, “blowing up something” isn't 
quite as much fun as it should be, 
thanks primarily to some muddy 
graphics. Spy Hunter is incredibly 
dark—a problem made worse when 
damaged vehicles ahead of you spew 
plumes of smoke in your direction. 

The camera puts you behind the G- 
6155 Interceptor, which transforms into 
a boat and motorcycle when appropri- 
ate, as you blast your way through 14 
levels while taking on the vaguely evil 
and presumably spy-oriented Nostra 
International. The Interceptor sports 
weapons that harken back to the 


CRASH BRnDIC00T: THE WRATH OF CORTEX 





№ As a PlayStation 2 game, Spy Hunter's graph- 
ics were passable. As an Xbox game, they're 
simply sub-par. 


Reagan-era game—machine guns, 
missiles, etc.—but the levels place too 
much emphasis on lame secondary 
missions like tagging boats with tracker 
units. What's more, these levels are all 
too brief, checking in at five to seven 
minutes apiece. You do the math—this 
game is short. And not so sweet. 

There are some nice bonus features, 
including a hidden version of the original 
game, but it's simply not enough. 

Dan DiGiacomo 


-= Five out of Ten 


Dev : Traveller’s Tales Pub : Universal Interactive Players : 1 Crash: Same old coot Release Date : Out Now 


Crash Bandicoot: The Wrath of 

Cortex knows where its bread is 
buttered and, make no bones about 
it, it's from someone else's crock. If 
there's a good idea out there, rest 
assured Crash has swiped it. If 
there's a mediocre idea to be had, 
chances are Crash has burgled it, 
too. The game pilfers some terrible 
ideas as well, with the rationale being 
that thinking up something new 
might be time consuming. 

Crash marches the parade straight 
down Cliché Boulevard. The manic 
bandicoot collects fruit, jewels, and 
other trinkets; smashes crates galore; 
and engages in all sorts of kooky plat- 
form-based action. It's a slow level 
when some huge beast doesn't smash 
through the walls and chase Crash ad 
nauseam and an even slower level that 
doesn't feature some wacky vehicle 
that wants piloting. In the laziest move 
of all, even the game's boss characters 
are based on the four elements. 

Yet Crash reeks of solid workman- 
ship. The Xbox version contains 
graphics worth staring at and load times 
that have been shortened appreciably 





№ Who's Crash, you're wondering? Well, we're 
Still not sure, but we do know he likes collecting 
fruits, crystals, gems, relics, and other fun stuff. 


from those seen on the PlayStation 2. 
The chase scenes are just harrying 
enough to quicken anyone's pulse, and 
the game does an excellent job of 
Switching gears to stave off any bore- 
dom that might ensue. In the colorful 
lingo of the streets, this bandicoot has 
game—and the fact that it’s someone 
else's game (actually multiple some- 
ones) shouldn't deter anyone from 
taking this marsupial for a spin. Or two. 
Greg Orlando 


=p) Six out of Ten 


XRATED 


Smart Reviews 


PIRATES: THE LEGEND OF BLRCH HAT 


Dev : Westwood Pub : Electronic Arts Players : 1 Grog: Orlando Release Date : Out Now 


Yarrgh! Legend has it that if ye 

put two mediocre games 
together on one disc, ye can beguile 
the witless into thinking ye've got one 
good piece of swag. Shiver me tim- 
bers, but it just ain't so. 

Pirates: the Legend of Black Kat 
comes highly recommended, but only if 
you're inclined to randomly blurt out the 
following phrases, loudly and in a 
pirate's voice while playing: “Yeargh! It's 
the broadsides for you!" and "Grog and 
plunderin' keeps me warm at night!" As 
buccaneer Katarina de Leon, you run 
around a series of bland island environ- 
ments performing mind-shriveling fetch 
quests for characters who, quite frankly, 
should be collecting their own flowers 
and such; engaging in simplistic sword 
battles; and digging up buried treasure 
that's revealed when the Xbox controller 
decides to shake and spasm with force 
enough to crack pavement. 

Traveling between islands on a can- 
non-packed ship stands as the better 
half of Pirates. Thrilling sea battles are 
fought arcade-style, complete with spe- 
cial weapons and instant ship repairs. А 
loony camera eliminates the possibility 


SMASHING DRIVE 





№ ProTip: Yelling, “It's time to taste the cold, 
cold steel, уе scurvy dogs!" while playing this 
game will make you feel more like a pirate. 


of catching these battles in all their glory 
(glory in Pirates, of course, being a rela- 
tive term), and the game's odd 
predilection for nighttime levels ensures 
that players will be doing double duty 
fighting and squinting. 

Though neither portion of Pirates can 
be considered horrid, the shoehorning 
of two lackluster games makes for a 
legend best forgotten, and a treasure to 
be buried. Deep. 

Greg Orlando 


Í Five out of Ten 


Dev : Gaelco S.A. Pub : Namco Players : Earsplitting: Headache Release Date : Out Now 


Imagine taking everything that 

was good about Crazy Taxi and 
San Francisco Rush, and putting it all 
together in one game. Now, imagine 
doing the exact opposite of that. The 
result would look and play an awful 
lot like Smashing Drive. 

Actually, Smashing Wreck would be a 
more appropriate title; in many ways 
this is a blueprint for making a game as 
annoying as possible. The idea is to 
race a rival taxi driver through the 
streets of New York (although since you 
never pick up a single passenger, it's 
unclear why being in a taxi is even rele- 
vant). One or two bits of business here 
show smudges of creativity—like driving 
through burning buildings or chasing 
King Kong up a skyscraper—but mostly 
you're reduced to hitting very mundane 
ramps and grabbing largely uninterest- 
ing powerups. Your computer-controlled 
opponent glides through traffic, never 
slowing down or making a single mis- 
take, so the challenge mostly consists 
of finding the one or two magic short- 
cuts on every level that can put you 
ahead—find them, you win. Miss them, 
you lose. Period. 





№ Smashing Drive is one of those titles that 
makes us reconsider our career paths. In fact, 
tomorrow, we're going to become alchemists. 


There are a total of nine levels 
through four different sections of the 
city, plus a few pointless bonus areas, 
but for all the frustration of its trial-and- 
error gameplay, Smashing Drive can still 
be beaten in a few hours. However, it's 
recommended you turn off the sound- 
track after the first 10 minutes, or risk 
nausea and headaches the likes of 
which haven't experienced since that 
Pokémon seizure incident. Awful. 

Jeff Lundrigan 


= | Three out of Ten 


XBN 091 9 


XRATED 


Smart Reviews 


гоог FIFA WORLD CUP 


Dev : EA Sports Pub : Electronic Arts Canada Players: 1 - 4 The Best : For now Release Date : Out Now 


With only two play modes— 

World Cup Tournament (a 
seven-game series) and Friendly, 
FIFA World Cup 2002 is about one 
thing and one thing only: fun. 

While other soccer games aim to sat- 
isfy all of your simulated soccer needs 
(from drafting teams and managing a 
squad’s front office), FIFA seems only 
concerned with gameplay. Setup is 
about is quick and easy; within a few 
clicks of the "A" button, you and your 
boys are on the pitch and ready to go. 

Those familiar with the series will 
welcome commentary by John Motsen 
and Andy Gray, as well as the familiar 
interface; however, playing the game 
with the Xbox controller will take some 
getting used to. Also, it seems that 
every year EA likes to muck around with 
the game's pace and various controls, 
and this year's version is no exception. 
In an attempt to make the game play 
more like watching a televised one, the 
developers have slowed things down a 
bit. In other words, at the Professional 
level, don't think that the road to victory 
will be as simple as giving the rock to 
star Eddie Pope and just guiding him 





₪ Sing it with us: “These are а ҒІ-ҒА my favorite 
things..." Uh. Sorry. 


through the defense. Some of the pass- 
ing schemes have changed as well, 
such that finding open men for those 
all-too-important crosses won't be as 
easy as it's been in the past. 

Criticisms aside, EA has put together 
a game that you'll enjoy playing by 
yourself or with up to three of your bud- 
dies. While it may not be the deepest 
around, FIFA is just plain fun. And in the 
final analysis, that goes a long way. 
Wil O'Neal 


a | Seven out of Te 


HNOCHOUT HINGS 2002 


Dev : Black Ops Pub : Electronic Arts Players : 1-2 King: By Default Release Date : Out Now 


Electronic Arts' inbred monar- 

chy Knockout Kings doles out 
shiny fighters who appear to have 
been dipped in Turtle Wax and whose 
connected blows sound exactly like 
gunshots; there are more phantom 
punches to be found here than in a 
rumble between Casper and Hamlet's 
old man. It's boxing gone surreal, 
complete with referee Mills Lane 
whose countenance seems to have 
been melted on a hot stove, and cor- 
nermen whose sage advice consists 
of gems such as “Relax. You're doing 
good. Keep working the combos.” 

Forget the whole notion of Knockout 

Kings existing as a boxing simulation; 
any such pretense із shattered with this 
year's go-round. Brawls eschew апу 
Sort of skill and are won by the pugilist 
who lands the most punches in the least 
amount of time. Blocking, a very useful 
tool in real-world boxing, has been 
trimmed in Kings to the point where a 
fighter will raise his guard for a period of 
time equal to or less than one full sec- 
ond before dropping it. To the point: 
punches can only be blocked one at a 
time, a farcical proposition considering 


« 092 XBN 





E = а 
№ Knockout Kings is not only the shiniest boxing 
game we've ever played, but also the sassiest. 


even the lowliest pug in this game can 
hurl six or so punches in three seconds. 
Beautiful and over-the-top knockout 
replays as well as a terrific force-feed- 
back system that thumps the Xbox 
controller in tune to a fatigued fighter's 
heartbeat, help steer Kings toward 
competency...and the sheer thrill of 
pounding the opposition to paste 
with some fanciful fisticuffs can't be 
easily discounted. 
Greg Orlando 





ESPN MLSEXTREME 2002 


Dev : Konami Pub : Konami Players : 1-4 Coulda : Shoulda Release Date : Out Now 


Based on its pedigree, we had 

very high hopes for this one; 
ESPN MLS Extreme 2002 comes from 
the creators of the glorious /SS series 
on the PlayStation and Nintendo 64. 
Sadly, our hopes were dashed the 
minute we loaded the game. 

MLS Extreme 2002 sports more than 
100 teams, including real Major League 
Soccer and national squads. Konami's 
even built in a deep general manager 
mode for those who prefer to toil away 
in the back office. Replete with a wealth 
of animations and commentary from 
Jack Edwards and Luis Tapia (the 
"Goal!" guy from Telemundo), MLS 2002 
looks great on paper. Unfortunately, the 
game is virtually unplayable. 

An unwieldy interface, endemic to 
most of Konami's sports titles, stands 
as an obstacle between the player and 
the ever-elusive "fun." The menus and 
options become excessive at some 
point—and MLS simply doesn't know 
when to quit. Competent yet uninspired 
graphics dominate and, adding insult to 
injury, it typically took about two whole 
losing matches to figure out how to 
effectively control the players, switch 


BLITZ 20-02 





₪ After receiving its share of victory hugs for the 
inspired /SS series, the MLS ball bounces, in all 
ways, badly for Konami. 


players, pass, or shoot. From a purely 
organic control standpoint, this game is 
light years behind /SS 64...and that is, 
quite simply, inexcusable. 

Konami should be lauded for the 
attempt. MLS Extreme 2002 has some 
modes that, were the game more 
playable, would be gaming time well- 
spent. Instead, difficult controls and a 
confusing interface make MLS Extreme 
2002 an exercise in extreme frustration. 
Wil O'Neal 


Dev : Point of View Pub : Midway Players : 1-4 Blitz: Bomb Release Date : Out Now 


We'd feel rather safe in saying 

the 365-day period between 
Jan. 1 and Dec. 31 wouldn't rightly be 
a year if, during that period, Midway 
didn't release a new iteration of its 
classic smashmouth football game 
Blitz. In fact, Blitz (along with death, 
taxes, and Dick Clark) is one of the 
universe's great constants. 

Blitz 20-02 breaks away from the 
Blitz tradition a bit in that it's not last 
year's model reheated and with four 
hours' worth of graphical improve- 
ments. This year, the brutality is 
augmented by eight-man teams and the 
addition of a special "impact player" for 
every squad. This special player can be 
assigned to different tasks, be it block- 
ing, blitzing, or running a receiving 
route, and the addition of a wild card of 
sorts to each play adds new depth to 
the title. This impact player does little to 
offset the imbalance between the 
overemphasized pass game and the 
rather limp running offense, but it's a 
nice idea nonetheless. 

Sharp and smart, Blitz 20-02 burns 
the NFL's rulebook and allows for 
unparalleled arcade-style mayhem. It's 





₪ Fun Fact: “Blitz” is German in origin, and 
short for "blitzkrieg." Blitzkrieg, as the Poles 
learned in World War ІІ, means "lightning war." 


great fun to mug a receiver before the 
ball reaches his hand, or bodyslam a 
hapless quarterback to the cold, cruel 
Earth; after a play, the recently tackled 
can be legdropped, elbowed or similarly 
molested. Goofy commentary accom- 
panies the on-screen action, and the 
developers have put in their requisite 
time to beautify the graphics so they're 
worthy of the Xbox. Put a hearty seven 
up on the board for Midway. 

Greg Orlando 





JAMES BOND: AGENT UnDER FIRE 


беу: Electronic Arts Pub : Electronic Arts Players : 1-4 Bond : Lames Bond Release Date : Out Now 





Many still see Rare's GoldenEye 

as the undisputed champion of 
console first-person shooters. Now, 
as EA makes its latest attempt to 
revitalize the sagging James Bond 
license, we find the veteran develop- 
er still struggling to reclaim that old 
FPS magic. 

Agent Under Fire features an original 
storyline not borrowed from any of the 
James Bond films. It includes all the spy 
doo-dads fans expect—renegade sub- 
marines, chemical warfare, and 
super-hot kung fu babes. But upon 
closer inspection, we find little more 
than a paint-by-numbers first-person 
shooter with a few driving and shooting 
gallery segments thrown in for variety's 
sake. Though the game's visuals are 
solid (especially on the framerate-friend- 
ly Xbox), the action lacks both variety 
and challenge. An oppressive auto-aim 
System, weak enemy Al, and simplistic 
puzzles keep gameplay straightforward 
and repetitive. Players are encouraged 
to find special *Bond Moves" within the 
levels to rack up bonus points...in turn 
unlocking skins, weapons, and multi- 
player maps. Unfortunately, most of 


BURNOUT 





Ш Wouldn't it be cool to play a game wherein the 
hero was a secret agent who was always being 
set on fire? You could call it "Agent on Fire." 


these are painfully obvious, and the 
unlockable bonuses less than gratifying. 
Multiplayer is one of the game's 
stronger points, featuring Deathmatch 
with optional computer-controlled bots, 
Capture the Flag, and King of the Hill. 

But there's not enough originality 
here to keep us away from Halo for 
long. AUF's Bond license may be 
enough to satisfy serious fans, but oth- 
ers will be balk at its shallow gameplay. 
Matt Sammons 


> Four out of Ten 


Dev : Criterion Pub : Acclaim Players :1 Side : Impact Release Date : Out Now 


If Acclaim's Burnout seems to 
come up a hair short, bear in 

mind the company it keeps; in any 
other era, this would be top of the 
line. From Gran Turismo to the free- 
wheeling of San Francisco Rush and 
Crazy Taxi, we’re living in a veritable 
Golden Age for console racing games 

Burnout is a terrific-looking game, 
recreating both the lush green of moun- 
tain highways and the cramped 
cobblestones of roadside villages with 
aplomb. You get a heady sense of 
speed here, the control is responsive 
and suitably arcade-y, and while chal- 
lenging, the learning curve isn't all that 
steep. Тһе А! of opposing drivers is 
sharp, as they deliberately attempt to 
push you off the road or into other cars. 

Burnout's main point of hype is its 
rather spectacular crashes. Roadways 
are swarming with civilian vehicles, and 
plowing into one earns a frighteningly 
realistic wreck. It's cool eye candy, com- 
plete with a handy readout telling you 
exactly how much insurance money it's 
gonna take to fix the damage. 

But Burnout also suffers from small, 
if numerous shortcomings. The mone- 


3 11133 1 
81 АРАН 
23: 





₪ Old-school fans of Sega's arcade classic 
Outrun will feel right at home on Burnout's 
roads. 
tary damage doesn't mean squat, and 
has no real effect on gameplay. Being 
completely blindsided at an intersection 
is frustrating as hell, and while the 
selection of tracks (14 in all) is pretty 
healthy, the choice of cars is dismal— 
they may look sorta different, but they 
break down into three basic categories 
that all handle about the same. 
Burnout is a solid competitor—fast 
and fun and oddly addictive. 
Jeff Lundrigan 


=) Seven out of Ten 


XRATED 


Smart Reviews 


GAUNTLET: DARK LEGACY 


Dev : Midway Pub: Midway Players: 1-4 Yes : Again Release Date : Out Now 





Flawed but solidly fun, deep as 

a dime, and airy as a zeppelin, 
Gauntlet: Dark Legacy provides the 
sort of cerebrum-free action that 
fairly screams to be enjoyed in 20- 
minute intervals. 

For those unfortunate souls who 
happened to be asleep or dead for 
Gauntlet's previous iterations, the game 
puts players in the role of a medieval 
hero thrust into a series of environments 
where many strange and exotic mon- 
sters demand killing with various melee 
and projectile weaponry. It's all standard 
fare, with a few role-playing game ele- 
ments tossed in for good measure. 

The usual criticisms involved with 
quick-and-dirty Xbox translations apply. 
Legacy has been poorly ported, so 
much so we expect the programmers 
left the job to lower primates, perhaps 
gibbons or macaques. The game fea- 
tures 3D graphics, as well as an 
isometric view that tends to show off 
ugly character and creature models. 
Players will find the in-game camera 
positioned down too close to the 
action—this enhances the view of the 
shoddy characters while simultaneously 


MOTO GP 





№ Woodrow Wizard and Arthur Conan the 
Barbarian decided to take a break from 
plundering and begin slaughtering. 


reducing a player's ability to see a lot of 
Dark Legacy's worlds. 

In the face of these sizable bumps in 
the road, Legacy manages to uphold its 
predecessors' fine tradition of hectic, 
kill-*em-all, gameplay, and emerges as а 
game that's more magic than it is muck. 
Just don't bother going solo here; 
Gauntlet has always emphasized the 
shared experience and Midway's dun- 
geons are best crawled with friends. 
Greg Orlando 


=} | Six out of Теп 


Dev : Climax Pub : THQ Players : 1-4 GP: Gross Product? Release Date : Out Now 


While we've played more than 

our share of console racing 
games, there haven't been many 
good ones of late featuring our two- 
wheeled pal the motorcycle. 

Moto GP, which features 10 tracks 
modeled on real life venues and the like- 
nesses of more than 30 pro bikers, 
bucks that trend. In fact, the game pro- 
vides a unique feeling of authenticity 
and a depth of gameplay to a genre all 
but buried in a glut of car-based racers. 

Newbies to bike racing will be 
pleased with the game's gentle but 
deep learning curve and veterans will 
marvel at its fancy graphical touches. 
Even with bump-mapped terrain and up 
to 20 high-poly bikes on screen at 
once, the game never drops below 60 
frames per second. The high framerate 
adds amazingly to the game's sense of 
speed, and the Xbox' springy analog 
Sticks provide plenty of control. The 
controls are simple—one stick is used 
for turning and the other for gas and 
brake. Advanced users will also want to 
master the independent front and rear 
wheel brakes, and eventually the elu- 
sive wheelie. Luckily, there's a 





№ Motorcycles are like bikes for lazy people. 
Motorcycle video games are like motorcycles for 
lazy AND pathetic people. 


comprehensive training mode to help 
with the finer points. 

Throw in solid arcade and simulation 
modes and a ton of unlockable bonus- 
es, and we're left with little to pick on. 
Even the multiplayer modes, including a 
system link option, show plenty of pol- 
ish. Essentially, Moto GP is a game that 
has the potential to satisfy both gear- 
heads and a good chunk of wannabe 
bikers alike. 

Matt Sammons 


Eight out of Ten 


XBN 093 》 








Нат CHILDHOOD 


CONTENT RATED BY 
ESRB 


THE ESRB 
VIDEO & 
COMPUTER 
GAME 
RATINGS 


Find out whether a 
computer or video game 
is right for your home. 


Learn more about the Entertainment Software 
Review Board rating system and how games 
get rated on www.esrb.org. 


1 


Es EE BY 


ADULTS 0NLY 
Ф 


RATING PENDING 
| , 

Visit www.esrb.org or call 
1-800-771-3772 for more info. 


CONTENT RATED BY 


This message is brought to you by the Editors of: 


EARLY CHILDHOOD 

Titles rated “Early Childhood (EC)” have content 

that may be suitable for children ages three and older 
and do not contain any material that parents would 
find inappropriate. 


EVERYONE 

Titles rated “Everyone (Е)” have content that may be 
suitable for persons ages six and older. These titles will 
appeal to people of many ages and tastes. They may 
contain minimal violence, some comic mischief (for 
example, slapstick comedy), or some crude language. 


TEEN 

Titles rated “Teen (Т)” have content that may be suitable 
for persons ages 13 and older. Titles in this category 
may contain violent content, mild or strong language, 
and/or suggestive themes. 


MATURE 

Titles rated “Mature (М)” have content that may be 
suitable for persons ages 17 and older. These products 
may include more intense violence or language than 
products in the Teen category. In addition, these titles 
may also include mature sexual themes. 


ADULTS ONLY 

Titles rated “Adults Only (АО)” have content suitable 
only for adults. These products may include graphic 
depictions of sex and/or violence. Adults Only products 
are not intended to be sold or rented to persons under 
the age of 18. 


RATING PENDING 
Product has been submitted to the ESRB and is awaiting 
final rating. 


Z5 ZIFF DAVIS MEDIA 


POCKET. 
games 





Inside Xtra 


Let's play nine p104 Wonderboy! p102 





THE EGO 
HAS LANDED 


Xbox Nation interviewed Peter Molyneux as he was preparing to address a 
packed auditoriu e annual Game Developers Conference in San Jose. 
Between ШУ ОТ breaks and the munching of chips, he spilled 
the beans on '5`Пех{ for the god of god games. 


$ 093 хвм 





Peter Molyneux is one of the biggest 
₪ stars іп the gaming firmament. His 

balding head routinely pops out of just 
about every European gaming magazine there 
is—and his Zen-like presence and considered 
perspectives on game design make him a favorite 
speaker at E3 and the Game Developers 
Conference. His company Lionhead Studios is 
now well established following the critical and 
commercial success of the PC hit Black and 
White, and his commitment to independent game 
development in the form of the Lionhead 
Satellites Program has helped a number of small 
outfits get their projects off the ground, not least 
of which is Big Blue Box's Project Ego. 

Molyneux virtually invented the genre of the 
god game with Populous on the Commodore 
Amiga, and since then his efforts have been 
largely confined to the less-glamorous (but no 
less obsessive) world of the PC. Until now. With 
three new projects Xbox bound, B/ack and White: 
Next Generation, B.C., and the epic Project Ego, 
Molyneux is stepping into a wider world. 


Xbox Nation: What are you working on right now, 
other than Project Ego? 


Peter Molyneux: Since March we've kicked off the 
Xbox version of Black and White which we're calling 
Black and White: Next Generation, which is in no way 
like the PC version. In [Next Generation], the whole 
game is centered totally around your creature instead 
of this disembodied "God hand." There's this new 
gameplay mechanic, which we shall show at ЕЗ, 
where you can take your creature in and collect the 
villagers round him and drag them around with him. 
The more villagers he has, the quicker he grows, the 
stronger he is, the better fighter he is when he meets 
other creatures, the more magic he can cast. It's 
much more like an RPG than a god game. 


XBN: Is it a completely different game? Are you 
using assets from the original title? 


Molyneux: [We're using] some of the artwork and 
some of the animations, but every single line of code 
is new. It's a totally new game. New story. New 
challenges. And really, the reason that's come about 
is the realization—and it's simple to put—that Га 
never really tackled a console game before. Га 
ported lots, yeah, but some of them had been 
successful and some of them hadn't been success- 
ful. Sitting down I’m thinking, "Well, if | want to make 
a great console game, how can | do that?” And the 
answer is by going back to school. It’s like starting 
again. Developing a console game is so different to a 
PC experience. | can’t assume, for example, that I’ve 
automatically got someone's attention for hours on 
end. The fact of the matter is that if you're playing a 
console game you might be half-drunk or half 
something else [Laughs] and you're not going to be 


playing it for six hours straight, you're going to be 
playing between doing other things. 


XBN: So this is Peter Molyneux the Next 
Generation? 


Molyneux: Yes, it is in a way. And that's gone into 
Project Ego and B.C. and Black and White: Next 
Generation. 


XBN: Why will Project Ego be the "Greatest Role- 
Playing Game Ever Made"? 


Molyneux: The idea with Project Ego—that incredibly 
bold and stupid thing for me to say—that it's got to 
be the best RPG ever is actually like asking, "Please 
Mr. Journalist—kick me in the nuts when this comes 
out," because you'd love to say, "Actually it's the 
shittiest role-playing game ever." [Laughs] 

So how come | even attempt to do that? Because 
looking back on it, there are things that we have been 
doing on the PC for years that have never really been 
tried on the console, that could make the game 
experience that much better. Right now, role-playing 
games are set in scripted worlds, where nothing 
changes. How many times have you walked up to a 
character and had them say, "You've got to go and 
rescue the princess up on the hill," and you've just 
done the most obscene things to the person next to 
them, with a sword, and they still speak to you as if 
nothing's happened. It pisses me off. It doesn't feel 
right. We can change that. We can set this linear story 
in a simulated world. Instead of playing a character 
that is fixed and designed by some game designer, 
you play a character that you have an influence on— 
that changes and morphs as the game goes on. 


XBN: Sounds like Black and White... 


Molyneux: It's the same concept. What your charac- 
ter is in Project Ego is up to you. He starts off as a 
15-year-old kid. Whether he is a Conan the 
Barbarian-type character, or a Bruce Lee-type martial 
arts guy, or a wizard, isn't down to a question at the 
start of the game. It's down to what you do with him 
during the game. Whether you are the most evil hero 
of all time that has slaughtered young children or 
whether you're going to be the most noble of knights 
like Sir Lancelot, is completely up to you. Is it better 
that those morphs and changes happen to a cow, or 
is it better if they happen to a human being? It seems 
more natural, obviously, if those things happen to a 
human being. 

What we've done is we've taken some of the 
inspiration from Black and White, like the 
morphing-and what Big Blue Box has done is 
increase it enormously. For example, the morphing is 
now to the most detailed level. The character you 
play in Project Ego is 15 years old. You play the 
game until you finish it. If by the end of the game the 
character is an old man, then he's an old man, and 


A INTERVIEW 


he looks like an old man, because he morphed/aged 
as the game progressed. 

Another aggravation of role-playing games is that 
they always take place over a weekend in game 
terms. You started playing the game on Friday and 
the world had to be saved by Monday morning. It’s 
ridiculous. Why not set it over somebody's life and 
say, yes, there is this great quest that you have to go 
on, and it’s a life quest, and at the end of the game, 
you are going to be the greatest hero the world has 
ever known. 

Another thing we’re introducing is something that 
role-playing games have never had—a competitive 
element. You’re not the only hero in the world. You 
might be down at this tower where this damsel 
needs saving, and you look up and there’s Boris the 
Impaler already halfway up! And you think, “Bastard! 
He’s going to get all the kudos for rescuing the girl!” 
These are things we've done on the PC, and they 
shouldn't be imported directly, but the underlying 
mechanics should. 


XBN: So what about B.C.? We've heard some 
stuff. 


Molyneux: B.C. is set in a prehistoric world. You play 
the role of a tribe. That sounds a bit weird, but you 
can play any member of a tribe. We don't say: "Hey, 
you're this one." You've probably had drunken 
conversations like | have, and they go something like 
this: "Imagine you go back in time, and you couldn't 
take a anything with you and you were naked, what 
would you change?" 


XBN: Err...right. 


Molyneux: [Laughs] The reality is that this game is 
going to be the most brutal, savage, gory, unbeliev- 
ably gut wrenchingly bloody game ever seen on a 
console, and | put it to you that if you actually do get 
to kill a Tyrannosaurus Rex, the ocean of blood that 
spews forth from this creature will turn your stomach. 
| want this to be a primitive world. It's not cozy, 
comfy cushion-y land—it's going to be somewhere 
that is unbelievably brutal. Arms are ripped off, and 
heads crushed. 


XBN: Sounds like our office. 


Molyneux: Well, it's about survival. The first, opening 
scene of the game, is a cave with these barely 
human, disgustingly behaved beings, huddling—not 
knowing where their next meal will come from. The 
first thing you do is lead them out of this cave, and 
as you come out of the cave, you're on top of a cliff, 
and below you is this enormous valley, just full of 
incredible life. And we're not making dinosaurs life- 
size; we're making them like Godzilla. They're big 
things. | mean, | was disappointed when 1 went to 
the National History Museum in London that the 
T-Rex was small. Continued on p100 


XBN 099 > 





下 INTERVIEW 





XBN: What perspective are you playing the game 
from? 


Molyneux: Third-person, over the shoulder of the 
particular tribe member that you're controlling. 


XBN: A follow-cam? 


Molyneux: Yes. If you do something and there are 
other tribe members around, then they're copy what 
you do. So if you go and attack a dinosaur, they jump 
in too. Those characters act as lives and power-ups. 


XBN: Is there a progression? *Hey everybody—l 
discovered fire!" 





about, and there is a rival tribe of simians that are 


competing against you, who are semi-intelligent 
beings as well, who are always fighting you. What 
you're doing is taking your tribe on a trek across this 
huge plain, and once you get to the plateau, you'll be 
safe. And at the end of the game you get a score that 
says, "Based upon how you treated your tribe, your 
tribe will invent ‘this’ in this year, the early tests that 
we've had say that you will have invented writing by 
the year 2010," and another says, "You'll invent rocket 
Science." The main thing is that it's very gory, with a 
little bit of tribal RPG stuff and a very soft structure in 
there. 


XBN: Did you play Pikmin on Gamecube? 


Imagine you went back in time, and you couldn't 
take anything with you and you were naked. 


What would you change? 


Molyneux: Yes. If you discover a bone on the ground 
and you decide to use it as a weapon, then everyone 
else will do that too. You can invent stuff—almost the 
role-playing elements of the game, is that by the end 
your tribe would have got all this cool stuff. 


XBN: Nuclear weapons? 


Molyneux: Not quite. But it is sort of, | know what | 
can do with that round thing and make a wheel. It's 
the player that decides that...| mean—we highlight 
things, obviously. 


XBN: So there's some progression. Are you 
following a season or a year in this tribe's life? 


Molyneux: The story is really simple. At the start of the 
game you're basically fighting for survival. You can find 
various new tribe members that are just wandering 


« 100 хвм 


Molyneux: The thing that's most like Pikmin is Black and 
White: Next Generation, because those little creatures 
you pick up and that follow you around is a bit like the 
villagers following your creature in Next Generation. 


XBN: Did you like it? 


Molyneux: When | first started playing it | thought, this 
is going to be amazing, and | really like the mechanic 
of things following me and feeling that | could do 
things with them. But it kind of lacked 
something...that sharpness. | was talking to someone 
recently who was saying that there's no original games 
around any more, and | think that it's not so much that 
there are no original games, but rather that there's as 
much originality as there was before, but it's not the 
whole thing about a game now. 


XBN: So, it's hard to invent new genres, but people 





are being original within the formats we're familiar 
with? 


Molyneux: Pikmin was probably the most totally origi- 
nal game—other than Rez and things like that, where 
the whole thing was totally new, and it lacked a bit of 
a story, | think. But you don't blame God for making 
mistakes, and [Shigeru] Miyamoto's God, so... it was 
perfect! 


XBN: When we look at your games, over the years, 
you get a sense that each one is another step 
towards the big, ultimate Peter Molyneux dream 
game. How close are you to that dream now? 


Molyneux: Certainly | think Project Ego and B.C. аге 
steps along the way. I think that Black and White 2 is 
another step again. But really, the project that | can't 
say anything about at all right now, a project called 
Dimitri, is stupidly ambitious. 


XBN: Is this a Lionhead game? 


Molyneux: Yes, What happened to the Black and 
White team is that a third of them went off to do Black 
and White 2, and two-thirds stayed to do Dimitri. 
Dimitri won't even be showable for another two years. 
And the big idea there is recreating a scene like this 
[gestures to the bustling hotel lobby], down to every 
single detail. 


XBN: Totally convincing people? 

Molyneux: Totally. Every single detail. At the moment. 
We've got one scene, which is not too dissimilar to 
this bit of the room, where every single detail of that 
room has been simulated. Total realism. 


XBN: Sounds like the Holy Grail of graphics. 


Molyneux: Well, the face technology that we're talking 
about—the feature technology is, І would say, and this 





INTERVIEW‏ יצ 





is another of my bold claims 一 better than anything 
Hollywood is doing right now. When | show it, | don't 
want you to be able to distinguish between a real 
human face and this face, which would be cool. Eyes 
that move and follow you, the way a face animates, 
and twitches and changes over time, and all of the 
things that make up a human face and human body. 


XBN: It's often the little gestures that make 
something real—the stuff that we barely register. 
Can they be distracted, while you're talking to 
them, in realtime, for example? 


Molyneux: Absolutely. The funny thing is that the 
technology is achievable, | think, except one thing— 
it's the number one limiting factor in an awful lot of 
games now, and it's going to become more and more 
so-and it is this: Animation. It's come out of left field. 
We didn't predict this limiting factor and it's a night- 
mare. Because suddenly we've got characters that 
look like human beings ... 


XBN: But move like cheap robots? 


Molyneux: Right. We've haven't got the skill in our 
industry. The people that can animate really well are at 
Disney and ILM, and those companies have sucked 
the animation talent out of the world already! And 
suddenly, we're coming along, and our characters 
have got—you know, every major bone in the human 
body, covered with muscle and flesh, but you can't 
ask Al to make a dramatic motion, like picking up this 
glass here. It's got to be done by an artist. We've got a 
team of programmers, a team of artists, and now, 
suddenly, we need a team of animators which is 
bigger than the team of artists and the programmers 
put together! 


XBN: You say you can't ask artificial intelligence to 
work it out, but surely, eventually, Al will be smart 
enough to figure out how to pick up a glass in a 
human way? 


Molyneux: We can do that now. It's called inverse- 
kinematics, but it's a very simplistic thing, and the 
robot looks like a robot, not a human. The only thing 
we can do—and it's what we're looking at—is creating 
this soup of animations that have been created by 
animators, animations that are not on the whole body, 
broken down into the bits of the body, and then the AI 
chooses the most appropriate animation to do the 
job. 

| mean—primitively speaking—just for me to get up 
and walk over the other side of this room, think of the 
number of different moves | have to made, squeezing 
past furniture, making sure | don't knock over a cup of 
coffee—it’s terrifying! 

Well, you’ve seen A./., the movie? The Al portion of 
that | think, at least mentally, we could do a six- to 
eight-year-old within about two years. | could create a 
character on a computer that you would communi- 
cate, probably by typing stuff in, and that would be 
indistinguishable from that six- to eight-year-old. It 
would have emotions—it would have fear, it would be 
deceptive. In engineering terms, the idea of putting 
that into a robot, it’s pathetic. It’s just pathetic. We 
can’t even blink an eye in engineering terms, let alone 


XBN: When it’s real enough, Peter Molyneux will 
come down from the clouds and go first-person? 


Molyneux: That has always been my ultimate 
ambition, to do a simulation of a world. That's it. 


XBN: So is first person the future of video games? 
When it becomes perfectly real, you’ll want to be 
in it as you—not as some third person. 


Molyneux: | think that’s right. | don’t agree with 
people that say there’s this stagnation of stuff in the 
computer games industry. | think it’s just amazing. 
When it goes from little things—they way they just got 
it absolutely right about the way the enemies avoid 
the shots in Halo—it made it real. Just a tiny little 
innovation, but it will now influence every game. And 
all these things are happening all the time, but they’re 
happening on less titles, not more titles. 


XBN: So has animation taken over from Al as the 
next big frontier in video games? 


Molyneux: No, | think Al is still that—and it’s going to 


You've seen A./., the movie? From а program- 
ming perspective, we could simulate a six 
year old, at least mentally, within about two years 


create someone close to human. So there's a lot of 
amazingly exciting stuff coming out at the moment, 
but there's also a lot of new frustrations. 


XBN: There is that progression, though, in your 
games? 


Molyneux: Yes. | mean, if you look at it—if you follow 
the games, you're going from up here in the heavens, 
down to one person—eventually. 


lead us to places we've never dreamed of going, by 
the way. But animation is the bottleneck. It doesn't 
matter how detailed my character is, or how 
amazingly intelligent he is, because if he moves like a 
robot, he's going to look dumb. 

When we crack that, we'll really have something 
amazing to look at. 


XBN 101 > 


үх M 84 72 y P P T 
ч 4 
~ Photo by Sean Murphy, ; hy 
. x 


$ 102 xBN 








Next month, Xbox Nation interviews Charo about Gex, Art Garfunkel about the 
nVidia chipset, and Lassie about the Mideast crisis. For now, it's Tenacious D. 


Part Crosby, Stills, and Nash, part Morbid 

Angel, part Steve Martin—it's a fair 

assessment of the supergroup that is 
Tenacious D. The world was first introduced to the 
duo a few years ago via several shorts featured on 
the HBO comedy program Mr. Show. Although Mr. 
Show ranged from god-awful to goddamn genius, 
the D shorts were end-to-end whoppers. Since the 
shorts aired, lead singer/actor/comedian /favorite 
of the Xbox Nation staff Jack Black has blown up 
and Tenacious D has exploded with him. Since the 
record came out, Black and his partner Kyle Gass 
have toured ceaselessly with Weezer, appeared on 
all the late night shows, and snorkeled zero times. 
Dragons beware. 


Xbox Nation: | saw a huge raccoon last night. 
Jack Black: Where are you? 

XBN: San Francisco. 

Black: When you say huge, how huge? 

XBN: It was up to my knee. 


Black: Oh my God. Those things can be vicious. They 
look cute, but you're not supposed to pet them. 


XBN: Where are you guys? 


Black: We're at the...Kyle—what are you doing? 
Gass: lm right here. Can you hear me? 

Black: Yeah, but are you doin' some other stuff? 
Gass: No, go ahead. Is this better? 


XBN: Way better. 
Black: [To Kyle] What were you using, a special 
headset? 


KG: | was using a special flight simulator headset, 


XBN: Do you ever get to go snorkeling while you're 
on tour? 


Black: That's à strange question, and the answer is no. 
| could if | wanted to, but һауе not chosen to snorkel. 


Gass: There's a lot of things you can do... 
Black: What's with you and the snorkeling? 


ХВМ: It’s fun, | did it, and heard whales singing. 


Black: Okay, you are insane. But yes | have enjoyed 
the fruits of snorkeling, in my youth, but not lately, 
maybe you're right, maybe I'm missing out on 
something. 


XBN: When did you guys find out you're the best 
band? 


Black: | suspected it from the very beginning. Before 
we even played a live show, | suspected that maybe 
we could be the best band, but that goes back to my 
childhood when | used to think maybe | was the 
fastest runner, and | was proven wrong. | thought 
maybe | could be the strongest man in the world until 
proven otherwise, but I found out that was not the 
case. And then I thought smartest, nope, but then the 
best band, | thought, maybe the best band and then 
fick, lo! and behold, we found it. 


XBN: Are you going to work with Lee Perry? 


Black: Hell yes, from Journey? 

Gass; Мо, Lee Scratch Perry. 

Black: Oh, he's a raga dude? Um, I’m not gonna say 
по, I'm open to all possibilities. Has he expressed 
interest? 


XBN: | don't know, but he's a very good producer. 


Black: If he's down with the D, that's the main thing. 
Can you check into that? 


XBN: Yep. How many dragons have you guy seen? 
Black: Seen or slayed? 
XBN: Seen. 


Black: Гуе seen only two, but Гуе slain three. Because 
one of them was coming up behind me, | slayed him 
and he disappeared in a ball of flame before ! could 
get a glimpse. 

Gass: I'm not really sure you slayed him, though. 
Black: No, but you told me, you Saw. 

Gass: That's true, | assumed you did. 


XBN: What do dragons smell like? 


Black: Sulfur. 

Gass: They do not smell good dude. 

Black: And one time there was an invisible dragon, 
that | had sex with. 


XBN: So you were Zeus and the dragon was Leda? 
Black: I'm not familiar with that fable. 


XBN: Zeus wants to make love to Leda and she 
doesn't like him, so he turns into a swan and they 
have sex. 


Black: And she has sex with a swan? She boned a 
swan? And he was stoked. | like Zeus, | like all those 
Greek guys. They're very sexual, the gods from 
Christianity and all the other ones, you don't hear 
about them boning. Zeus will go and bone and һауе а 
good time. 


XBN: Which one is the best god? 





Black: Well Zeus is obviously the most powerful right? — - 
Best god,..'m gonna go with Elron, ‘cause he's the | 
most scí-fi. He can kill microscopic aliens with his 

laser vision. 

Gass: What's the guy that's fleet of foot? SER 
Black: That's Flash. pm 
Gass: Apollo? וכ‎ 
Black: Who's faster, Flash or Apollo? 
Gass: 1 think Apollo. 1 

Black: They both have wings on their feet. 





XBN: Flash has wings on his head. 
JB: Only on his head. 


ХВМ: You guys ever see someone run а — 
loop? 


JB: [Laughs] How do you do that? 





ХВМ: You have to run really fast. 


Black: You mean if there was а ramp? ו‎ haven't seen 
that. Have you Kage? 

Gass: Have not, although the chick last night.. pue 
was a gymnast, and she was trying to do one of vo : 
walk-overs, but not using her hands. 6 
Black: Oh no, did she bite it? 

Gass: So close to biting it, she kinda fell backwards 
and it looked like the head was gonna... 
Black: But she didn't hit her head. : 
Gass: She didn't hit her head, but she did kinda 2 


















XBN: Are you back in LA for awhile or аге you. 
going to keep touring? 


JB: We're going on tour dude. Major f'ckin' tour. - 
XBN: With Cannibal Corpse? 


JB: I'm not familar with their work. Who's Cannibal. 
Corpse? 


XBN: They're a good death-metal band. 


Black: Really? Не! no. We're gonna do a stretch with: 
David Cross hopefully. And we're gonna do a stretch 
with Kid Rock, and hopefully Eddie Vedder will come | 
out. | heard [Paul] McCartney and Ringo [Starr] аге | 
gonna back us up on some of the shows. Check this © 
out: We've got an offer out, we've haven't heard back 
from them yet, We've asked Dave Grohl and Krist 
Novoselic to come out, and we'll. call it Nirvana, and 
me and Kage will have to join forces to make up. for 
the missing Kurt Cobain. с 
Gass: | think the name might be Nirvana Redux. 
not sure though. 


рт 









tradition. Its great to be a part of. 


5. home ER view that you'd be looking 
. out at, зау, any zen uode the exact view | see 









































| вте ла able Jo complete 
your duties? Will Sega ден ате aped 


x Giambi: Yeah, and then | won't be able to play the 
game апутоге. That would be rough. | don't know if 
; be able to handle that, because ! enjoy playing, 

_ video games. I've played since | was a kid. 





“ХВМ: Your teammate Derek Jeter is the 

5 spokesman for Acclaim's All-Star Baseball. Did һе 

` give you any advice on the trials and tribulations of 
|. spokesmanship? 





1 Giambi: No, he didn't. Now, we're rivals as it goes in 

` the video game world. No, we've been having a good 
_ time with it, you know, he's great with it. So, like I've 
said, anytime you get an opportunity to be behind 
something that's great and that you enjoy doing—and 
Гуе been playing video games since | was a kid. It's 
. the cool part of being a big leaguer. 








| XBN: What systems did you play? 


Giambi: When | was a kid? You know, | had even 
‘before Sega came out with the Xbox and everything 
else, | had, you know Sega and | also had, let's see, 
_ with the uh, the biggest one, you know, some 
PlayStation, but Sega was the biggest one that | 
ended up having as a kid. 





XBN: dee wae ל‎ your glove 
“like Allie Caufield from J.D. Salinger's Catcher in 


E Giambi: No, you know I'm pretty anal about keeping 

_ my glove in great shape and I've had the same glove 
_ for about the last seven years— try to touch it up and 
keep it all together. There are some guys who write on 
_ the top of their hats, other guys do their little rituals at 
the plate, but I'm pretty basic. The only one [ritual] | do 
= is! put my uniform on the same way every day. 


ient them by asking how come Pas never 
. been picked to promote a baseball game? 


| paid. millions to play baseball and endorse World Series 
.אסכ‎ But has he ever been in the same room as a video game? 


Giambi: No, the biggest thing is that when you get 
to first base, the most things you talk about are the 
girls in the first row, what's going on in the game, 
you know, and sometimes things really unrelated 

to baseball. 

XBN: Are you going to give your brother Jeremy a 
nougie or a wedgie if he gets to first base? 


Giambi: [Laughs] No. We grew up as best friends, so 
it's great that he's doing well this year. It's one of the 
biggest things ! miss not being with the A's is my 
brother, because it was pretty special to grow up and 
be on the same field as your brother. It doesn't get any 
better than that. 


XBN: What do you think of Sega's strategy of shift- 
ing from a hardware developer to a strictly 
platform-agnostic content publisher? 


Giambi: | think it's great move on their part. | think they 
really feel that's where the market's at and they can be 
more realistic. | think them switching over, you know, 
they're trying to tap a new part of the market that's 
really not been tapped into. 


XBN: Have you played World Series Baseball yet? 


Giambi: I've only seen bits and pieces of it. We haven't 
finished up everything that they need to go with the 
game. Because of [Sega] being out here in the Bay 
area and me in New York, | haven't had a lot of 
opportunity to see a lot of things that have gone on 
with the game. 


XBN: What was the motion capture process like? 


Giambi: We haven't done the motion capture yet. 
We've still got that in the works. It's definitely going to 
be cool, you know the way they described it. You get 
to put on the wet suit and throw out the little ping- 
pong balls. That's what it makes it so realistic: 
because it's actually you swinging the bat, it's actually 
you throwing the ball or sliding or whatever they want 
you to do. That's the fun part of the game. 


XBN: Do you believe that Union general Abner 
Doubleday created baseball or do you believe in a 
more evolutionary theory, as put forth by anthro- 
pologist Stephen Jay Gould? 


Giambi: [Laughs] Well, first of all, it probably would 
have helped if | had finished college—l'm just kidding. 
You know, | think everybody wants to have this big to 
do about how this game was started. | think 
Doubleday was a big part of how the game got 
started, but that's always up for debate. I really don't 
know where it actually started, but they way every- 
body talks about it, Abner Doubleday did. : 


L Ж 





М INTERVIEW ^ 









XTRA 


Out of the Box 


> 





Essential Selections 


Your Xbox is your multimedia pal. It gets tired of the guns and the explosions and 
the video game shenanigans, so feed it some music and cinematic masterpieces. 





BoC makes music that 

transports you to other 
places. One moment you'll be 
riding on a merry-go-round 
with loads of kiddies on a 
sunny day in July and with the 
smell of sunscreen in the air, 
the next you'll be swimming in 
a gyroscopic aquapool on Jupiter with loads of 
kiddies, except this time they'll actually be kiddy- 
impersonating robots and it smells normal because 
robots don't need to wear sunscreen. After their 
amazing debut, these guys said that Geogaddi could 
be "a perfect album"; we have no idea what a "perfect 
album" should sound like, but this is very good, and 
we recommend you present it to your ears as a gift. 








The work of Atlanta- 

based Scott Herren, 
Studies demonstrates more 
original musical concepts than 
your ears will know what to 
do with. The sound is both 
gloriously lo-fi and bumping 
as hell, with white noise and 
electronic fragments layered atop one another by 
someone whose understanding of music is as instinc- 
tive as it is comprehensive. By chopping up samples 
of emcees and using the resulting vocal fragments as 
individual instruments—including those of Aesop Rock 
and MF Doom—Herren opens up new pathways in 
your brain. Beats are bananas, production is tight, and 
this is one of the best records we've heard in years. 





Warren Zevon, arguably 

the world's leading 
exporter of thrice-plumbed 
angst, collaborates with 
authors Hunter S. Thompson 
and Carl Hiaasen, enlists the 
help of TV goof David 
Letterman, and, in doing so, 
creates the perfect album for a Prozac Sunday. 
Brilliant and comic, with equal parts of kick to the 
stomach and twitchy rock beats, Here is perhaps 
Zevon's finest stab at the American zeitgeist; when he 
croons, “I’ve got a bitter sort of je ne sais quois— 
Guess what? I'm stirring it with a monkey's paw," you 
can just about sense that Zevon is perhaps too 
talented for his own good. Buy two copies. 








The second LP from 

Brighton-based Stuart 
Cullen, who cites influences 
from Black Dog to Public 
Enemy to Phillip Glass. Mr. 
Cullen’s compositions are 
melancholy, detached, and 
beautiful, all with an underly- 
ing sense of humor—which itself never interferes with 
the album's emotional resonance. Pilote's work cannot 
be easily categorized; “Nelson” is a vaguely retro, 
upbeat electro track, while “French Canadian,” 
perhaps the album's finest moment, is a beautiful 
downtempo gem with distant vocal samples, rich 
strings and a distorted piano melody. It makes us feel 
both happy and sad, and we highly recommend it. 





$ 106 хвм 





Today it seems like the 

best film soundtracks 
are only good because they 
remind you of scenes from 
the film itself, so when we 
found one that could stand on 
its own we thought it 
deserved some credit. The 
soundtrack was put together by director Wes 
Anderson, with original music by Mark Mothersbaugh; 
together they have created a compilation with the 
same polished, subtle emotion as the movie. The 
soundtrack ranges from The Clash and The Velvet 
Underground to newcomers like Nico for its inspira- 
tion, and Mothersbaugh's classical compositions make 
this a trip you'll want to take over and over again. 





This is the third sopho- 

more effort in our 
reviews section this month, 
and it avoids the infamous 
slump as deftly as the first 
two. Andy Turner's diverse 
geographical roots come 
through in much the same 
way as they did on his first album, Co/d Water Music. 
Turner grew up in Barrow-in-Furness—located directly 
in the Middle of Nowhere, U.K.—and Hinterland 
manages to effectively fuse the pine-scented serenity 
of his homeland with the human bustle of his more 
current urban habitats. Guest spots from Diamond D 
and on Souls of Mischief are welcome, and Kate 
Rogers returns for another dreamy vocal appearance. 


Terry Gilliam's classic is now a part of the distin- 
guished Criterion Collection DVD series, which is good 
because we're fresh out of Quaaludes and this movie is an 
ample substitute. 
The plot involves a band of mischievous midgets pilfering 
a map, which gives them access to holes in the space-time 
continuum—-and, in turn, brings them one step closer to fame 
and finance. Fortunately, a resourceful and evenhanded 
laddie named Kevin is chosen to escort them on their 
altogether ridiculous quest through various eras and epochs. 
Time Bandits provides a dizzying dose of cinematic lunacy, and the entire tale—right 
through to the very end—never relents in maintaining its grim, deranged sensibilities. 
The DVD includes audio commentary by director Terry Gilliam, his co-writer (and 
ex-Monty Python collaborator) Michael Palin, and actors John Cleese, David 
Warner, and Craig Warnock. Make it yours (or convince someone else to do so). 





XTRA 


of the Box 





So you've been watching television all night, and you 

can't seem to find any shows in which extraterrestrial 
porno/goth nurses prod their patients' asses with syringes, 
drawing from them a cacophony of discomforted howls to 
the tune of “Comin’ Round the Mountain." You also can't 
Seem to track down any programs involving leather-clad 
interplanetary mistresses dealing hallucinogenic drugs to 
bug-eyed alien nerds, or live-action sitcoms about a family 
of American mannequins moving to Japan and their ongoing 
violent marital drama. 

Now you can get all of this and a hot set of free stickers to boot, thanks to 
Japan's infamous Pleasure Night collection, which is now available on delicious US 
region 1 DVD. It's funny in that way that makes you look at the person next to you 
every five minutes or so and say something to the effect of, “Huh?” 

Peep http://www.vpn-tv.net/english/index.html for more. 








Annoying cartoon waif Linn Minmei (one envisons her 

creator as a sadist of the highest order) whines and 
pules throughout the entirety of the epic Robotech: The 
Macross Saga. Her "singing" will torment you in the same 
manner as the fiery pitchforks of Hell jabbing across your 
private bits. She will make you believe that suffering is 
eternal, and that when you die, she'll be at your funeral, 
wailing away like Yoko Ono. You'll watch the entire epic 
animated series just to see if she suffers a horrible fate—and 
rejoice when hero Rick Hunter makes his ultimate decision 
regarding Minmei. Oh, and you'll thoroughly enjoy the whole six-DVD set from 
Harmony Gold and ADV Films, which features a brave band of humans attempting 
to defend the Earth against a race of giants, planes that transform into butt-stomp- 
ing robots, firefights galore, intrigue, romance, and action of the two-fisted variety. 
As transforming robot space operas go, this one may be the Queen Mum. 


It might seem like we're riding the Terry Gilliam/ 

Criterion Collection dilz this month, but it's really just 
our way of celebrating celluloid greatness. Brazil is a quite 
indescribably twisted work of genius, and so is this three- 
disc DVD gem. In no particular order: a "Production 
Notebook" (writers illuminate the script's development 
through three drafts and treatments, a production designer 
displays his set designs, a costume designer explores the 
couture of fashion, fantasy, and fascism); Terry Gilliam's origi- 
nal dream sequence storyboards; composer Michael Kames 
talks about his score; a comprehensive study of the special effects, with loads of 
cool unused footage; What Is Brazil?, a rare on-set documentary; an original 1996 
Criterion documentary discussing one of the most controversial releases in 
Hollywood history; and, on top of all that, a 94-minute version of Brazil—rearranged 
in the hope of making the film “commercial”—which, if nothing else, illustrates the 
corruptive power of editing. This thing isn't cheap, but what, save for perhaps life, is? 











So you know it's illogical and stubborn, but you've 

been holding off on your purchase of The Usual 
Suspects DVD because of its curious lack of "extras." The 
predicament has actually been forcing you to question your 
merciless dedication to consumerism; despite the fact that 
Suspects is one of the most tightly scripted, skillfully 
directed, and brilliantly acted films of the past 10 years—and 
knowing full well that you would watch it at least a dozen 
times a year until the day you die—the disc doesn't have any 
deleted scenes, on-set documentaries, or original TV spots. 

Well the Special Edition has finally arrived with all of this assorted goodness, and 

it sports both fancy new packaging and a cheaper price tag to boot. So now you 
can make amends with the gods of materialism and enjoy the towering cinematic 
achievement that is this film. (Oh, and if you somehow haven't seen it, please stop 
wasting your time with this silly magazine and go do so immediately. Thank you.) 








Two brothers (ably played by Steve Zahn and Paul 

Walker) driving cross-country play a joke on a trucker 
with a CB. They stop to pick up love interest Venna (Leelee 
Sobieski). The joke backfires. Bad things happen. Much 
violence ensues. It would be easy to dismiss the creepy, toe- 
curling Joy Ride as little more than a mainstream pleaser 
with some in-vogue acting talent. That would be a mistake, 
however, and as the characters in Joy Ride discover, the 
simplest mistakes can have serious consequences. The 
tension is a superstar here—kicking in over the opening titles 
and building like it's never stopping. A taut but playful script and some noir camera 
work of which Hitchcock would be proud all combine to deliver one of this year's 
most surprising rides. And you get fries with this one—three alternate endings, as 
well as numerous commentaries which make for a superb DVD package. If you've 
got nothing to do tonight, we recommend you rent this sordid take on the classic 
road/buddy movie gone terribly wrong. Very popcorn-friendly. 





XBN 107 9 


= 








This issue... 


Malfunctioning Xboxes, 


strange UFO-style sight- 
ings of Grand Theft Auto 
and something about a 
game character allegedly 
called “Crash Bandicoot” 
characterize the missives 
that stuff our mailbox. 
Sorry about the Tony 
Hawk thing, by the way. 


$ 108 XBN 


אספחוצ 


XBN@ziffdavis.com 


Hi, | recently purchased issue #2 and 
it's great. | appreciate the objective 
way in which you report on all things 
Xbox. | have found that objectivity is 
hard to find in some of the “Official” 
magazines. | saw in the issue that 
Medal of Honor: Allied Assault was 
due to be released in April on the 
Xbox? Your magazine is the only one | 
have seen this information in. It is not 
even on the EA Web site. Could you 
confirm or deny if this is in fact going 
to happen, and if not, do you know 
when it will? Keep up the good work. 
jmg018 


We called EA and their reps told us 
that the game release date has 
been changed from spring to fall. 
They didn't say why, but our manag- 
ing editor Greg Orlando suspects 
that it might be because they want 
to fit more Nazis in it so that he can 
shoot them. But that's Greg. 


One criticism: way too many typos in 
your first and second issue. My wife is 
a teacher of English as a second 
language and English for literacy with 
a degree in English literature. Are you 
interested in a good proofreader? 
Tony Pikos 


No thnaks, Tony, we're dOing fine. 


| just want to know what could 
possibly be holding back СТАЗ from 
coming to the Xbox? I'm sure 
whatever kind of money Sony could 
be offering them would be well 
overcome by the money they would 
make. When you have something 
that good, why use its full potential? 
Any other thoughts on why they are 
holding out? 

Ziggy 





We have heard, through a source 
close to the Grand Theft Auto 
development team, that СТА 3 is a 
PlayStation 2 exclusive and that 
Sony has paid for it to stay that way. 
Rockstar is not talking (as usual), 
but there is some good news: 
According to the same source, GTA 
4 is in development for all systems, 
including Xbox. 


І bought myself an Xbox at the end of 
November 2001. | doubt I've logged 
more than 500 hours of play time on 
this thing. In five short months, my 
Xbox has gone from being the coolest 
thing I could have spent $300 on, to 
the bane of my existence. I'm starting 
to wish Га just spent my money on 
black tar heroin, I'd have ended up 
healthier. Over the last two months, 
my 'Box has gone from occasional 
read errors (where the damn thing fails 
to recognize that, yes, that IS a game 
disc), and crashing once in a blue 
moon, to nine times out of 10 NOT 
reading my game disc, and crashing 
every 10th time after about half an 
hour. What's really sad is that I'm NOT 
exaggerating; I've been keeping notes. 
And of course, since it didn't turn into 
the HellBeast until AFTER a month 
after | bought it, getting it returned is 
going to be a nightmare. 

Insomnia Bob 


Getting it returned should be a 
breeze if you have a) registered it 
with Microsoft and b) it’s within 90 
days of purchase. If it’s within those 
90 days, then Microsoft will fix it 
free of charge. If it’s after those 90 
days, that’s when it gets expensive. 
There's a flat fee of $129.00 + tax for 
any repairs outside of the warranty. 
Ouch. You will also need proof of 


“| contacted Microsoft's customer 
service department and they 
told me that | was SOL” Bryan Duke 


purchase, if you haven't already 
registered the system. 


First off, | would like to say that you 
guys have one great magazine. l'm 
glad to see someone out there is out 
to show both the good and the bad 
about the Xbox. | was reading the 
letters in your Spring Issue #2 and I 
wanted to let people know that the 
rumors about the Xbox failing are true! 
І purchased my Xbox in December 
and four days after the full warranty 
expired the thing stopped reading any 
game or audio disc including DVDs. 1 
contacted Microsoft's customer 
service department and they basic ally 
told me that | was SOL and if | wanted 
it fixed, it would cost me another 
$275.00 Canadian to get it done. 
Bryan Duke 


My Xbox is f#cked up too. | had to 
ship that big 955 box back to 
Memphis to get repaired. The DVD 
drive | think is going out already and I 
bought it before Christmas. | didn't 
buy the $50 warranty, so you know 
they charged me an arm and a leg to 
ship it out to get repaired when 
basically it's their own damn fault it's 
messed up anyway. | guarantee you if 
it comes back still messed up, РИ be 
raising some hell. My games just 
wouldn't work. It said that my CDs 
were unrecognizable and that it was 
either dirty, scratched, or damaged. 
So | tried it on my friend's Xbox and it 
worked fine. So, are my CDs dirty, 
scratched, or damaged? | don't think 
So. Find some more people with the 
same problem so we could all raise 
hell together. 

Seth Pontiff 


My friend's friend already bought a 
copy of Grand Theft Auto 3 for Xbox 
from a store. | want to know how he 
bought the game before IGN or 
whoever had a chance to even see 
screenshots of it. He bought it from a 
video game store nearby, and | even 
played it on his Xbox with my very 
own hands. 

Nemesis3975 


And then the pizza sent out for you! 


You mentioned that some people 
returned their Xboxes saying that the 
"games wouldn't play." Well, that's 
just because they're impatient. When | 
first got my Xbox, it said "Your Xbox 
cannot read this disc, please make 
Sure..." but after trying it a couple of 
times it worked. All you have to do is 
put in a different game and then put 


Overheard in the offices of XBN 





Automated unit #X4F5B Chip Boaz 
addresses Evan's computer 
problem at Ziff ^Brazil" Davis. 


Managing editor Greg commenting 
on the soulful sounds of the 
Avalanches. 


A very hyper Art Director Dave 
Ziganay after viewing Silence of the 
Lambs for the umpteenth time 


Greg pines for a quick demise while 
some deadly dull speaker rambles 
on about the video game-themed 
TV station G4 


Mail of the moment 


Skate Expectations 








s Simon has the answer to Bill's problems 
in the Far East 





XBN 109 > 








в” 






Bl. 


Rage". | 


1 
ў 





oden stakes, fireballs or your surroundings 


taking the “un” out o the undead Only on Xbo 


‚ Xbox and the Xbox logos ё 
and/or other countries ап 





STAR WARS = 
ДІ STRUT 





Now, FORCE powered. 


TEEN 


® 
( Violence 


CONTENT RATED BY 
ESR 





PlayStation.e 


Our goal is to preserve classic video game magazines so tha 
they are not lost permanently. 







People interested in helping out in any 
please visit us af www.refromags.c 


[f you come across anyone selling releases from 
this site, please do not support them and do let us know. 


Thank you!